ScrapHacks/EngineVarRemastered

1557 lines
No EOL
164 KiB
Text
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

FastGetYSector = 1 ### Fast GetYSector (0/1)
SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp)
SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1)
SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2)
CM3_DeleteM3D = 0 ### Delete M3D file after CM3 creation (0/1)
CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1)
CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2)
ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1)
OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all
UseWSM = 0 ### Use ObjTMAfterWSM (0/1)
R_UsePortals = 0 ### Use portals (0/1)
R_ShowPortals = 0 ### Show portals (0/1/2/3)
R_SpriteSector = 1 ### Use sector visibility for sprites
R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2)
R_SkipModelFX = 0 ### Disable model effects (0/1)
R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0)
R_ShowTranspBox = 0 ### Show transparent nodes (0/1)
R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info)
R_SkinNodeSpace = 1 ### Calculate skinning in node space (pos)
R_ParticlesZBias = 1 ### Particle ZBias (0/1)
R_ParticlesAlphaDist = 1 ### Particle Alpha Dist Attenuation
R_ParticlesLock = 0 ### Particle Lock mode (1=always discard)
R_ParticlesDraw = 1 ### Render Particle Primitives
R_ParticlesOne = 0 ### Render only first particle on the Vertex Buffer
R_MaxSparkSize = 20.000000 ### Max spark size
R_MinSparkDist = 1.000000 ### Min spark distance to camera
R_ShowEVA = 0 ### Show vertex anim. (0/1)
R_UseEVA = 1 ### Use vertex anim. (0/1)
R_ShowSkin = 0 ### Show skinning (0/1)
R_UseSkin = 1 ### Use skinning (0/1)
NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1)
NodeFXSpringShow = 0 ### NodeFX Spring debug info
NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec)
NodeFXSpringMidP = 0.500000 ### NodeFX Spring mid-point
NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg)
NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef.
NodeFXSpringSprng = 0.300000 ### NodeFX Spring coef 1 (spring coef)
NodeFXSpringDamp1 = 0.000000 ### NodeFX Spring damp 1 (spring damp)
NodeFXSpringDamp2 = 0.600000 ### NodeFX Spring damp 2 (global damp)
NodeFXWheelShow = 0 ### NodeFX Wheel debug info
NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor
NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier
R_AnimNodo_Count = 273 ### AnimNodo counter
OptAnimPosMax = 2000.000000 ### AnimPos compression max dist
OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg)
OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg)
OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon
OptimizeAnims = 1 ### 0=none, 1=Compact anims
VideoScaleBlue = 1.000000 ### Video blue color scale (def. 1.0)
VideoScaleGreen = 1.000000 ### Video green color scale (def. 1.0)
VideoScaleRed = 1.000000 ### Video red color scale (def. 1.0)
VideoScaleRGB = 1.000000 ### Video color scale (def. 1.0)
VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0)
R_LensFlare = 1 ### Render LensFlare (0/1)
R_VideoLockShow = 0 ### Video frame lock show quad
R_VideoLockBuf = 1 ### Video frame lock buffers (1/2/3)
R_VideoLockMode = 2 ### Video frame lock mode (0/1/2/3)
R_Trails = 1 ### Render Trails (0/1)
BuildMST = 1 ### Build and load MultiSprite MST files (0/1)
R_ShowFlaresInfo = 0 ### Show flares debug info (0/1)
R_SkipFlares = 1 ### Disable flares rendering (0/1)
LightmapGlowMult = 1.000000 ###
LightmapDebugTex = 0 ###
LightmapPackMode = 2 ###
LightmapLimitUV = 1 ###
LightmapDxtPadding = 0 ###
ShowInfoOnSectorError = 0 ### show debug info on sector errors (0/1)
TXF_Helper = 0 ### TXF helper (exits before write .EMI file) (0/1)
TXF_CheckFiles = 0 ### check .TXF files (0/1)
RadiosityMinDist = 0.600000 ### Min. distance between patches coef
RadiosityPortals = 0 ### Use portals for radiosity (0/1)
RadSkipBySectors = 0 ### Use sectors for radiosity (0/1)
LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1)
MapRenderMap = ### Render only the specified materials (ie: wall*)
MapRenderMat = ### Render only the specified materials (ie: wall*)
MapSortByShader = 0 ### Sort by mat&shader (0/1)
MapDrawBySector = 1 ### Draw map by sector (0/1)
MapDrawSector = -2 ### Draw only the specified sector (def. -2)
RenderSectors = 1 ### Render sectors (0/1)
RenderMap = 1 ### Render map (0/1)
R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1)
PlayVideoFX = 0 ### Video playback image fx (1=MirrorY,2=MirrorX)
MovieFramerate = 30 ### Movie FPS for avi recording
MovieJpegQuality = 95 ### JPEG quality for movies (0..100)
MovieCacheSize = 256 ### File buffer size for movies (Megabytes)
MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1)
R_Tex_Count = 103 ### Texture counter
TexturePool = 0 ### 0=pool_default, 1=pool_managed
SaveDXT5 = 1 ### Save DXT5 textures (0/1)
BumpDDS = 0 ### Allow compression of bump textures (0/1)
CachedTex = 20 ### Max. cached textures
MipmapColor = 0 ### Colorize each mipmap level (0/1)
MipmapFade = 0 ### Fadeout each mipmap level (0/1)
SharpenMore = 0 ### Extra sharpen for each mipmap level (0/1)
TextureLOD = 0 ### Most detailed mipmap level used (0=disable)
DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1)
BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1)
BuildDDS = 0 ### Build DDS Textures (0/1)
R_ParticlesCount = 540 ### Particles Count
R_ParticleSector = 1 ### Use sector visibility
R_ParticleFlags = -1 ### Particle flags
R_ParticleScale = 1.000000 ### Particle scale
R_ParticleRate = 0 ### Particle rate
R_ParticleLife = 1.000000 ### Particle life
R_ParticleVelScale = 1.000000 ### Particle velocity scale 1
R_Particles = 1 ### Transform & Show Particles (0/1)
SpriteScaleWidth = 1.000000 ###
R_FogAbsDist = 0 ### Fog range is in world coords (0/1)
R_FogDensity = 0.000000 ### Force fog density (def. 0)
R_FogColor = -1 ### Force fog color (def. -1)
R_FogEnable = 1 ### Allow/disable fog (def. 1)
R_PortalBand = 0 ### Portal clipping viewport margin
R_PortalClip = 1 ### Use portal viewport for clipping (0/1)
R_PortalEnd = 1 ### Use end sectors (0/1)
R_PortalExt = 1 ### Use sector visibility extension (0/1/2)
R_PortalPos = 1 ### Use sector position cache (0/1)
R_PortalNorm = 1 ### Use portal plane normal (0/1)
R_PortalDist = 20.000000 ### Portal min. distance factor
ShowWorldDummies = ### Show the specified world dummies (ie: DM_*)
WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum)
SkyTubeTest = 20000000.000000 ### Sky tube test far plane
SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis)
SkyPosScale = 1.000000 ### Sky position scale
SkyZBuffer = 0 ### Sky requires ZBuffer
SkyInit = 1 ### Sky initialization
RenderSky = 1 ### Transform and render sky nodes
RenderWorld = 1 ### Transform and render world nodes
R_StencilViewDisp = 0.000000 ###
R_StencilRefModels = 2 ###
R_StencilRefWorld = 2 ###
R_StencilRefClear = 1 ###
R_StencilDraw = 1 ### Draw Stencil Shadows
R_StencilLDir = 2000.000000 ### Dir light shadow distance
R_StencilFisq = 0 ### Use fast inverse sqrt (0/1)
R_StencilBBox = 1 ### Discard by approx. object bbox (0/1)
R_StencilMult = 1.000000 ### Stencil shadows distance mult
R_StencilTog = 0 ### Toggle stencil shadows
R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1)
R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4)
R_StencilShadows = 1 ### Enable stencil shadows (req. reset3d) (-1/0/1)
AnalizeQuads = 0 ### Analize problems in quads.
ShowMapQDist = 0.000000 ### Show map collision quads distance
ShowMapQuads = 0 ### Show map collision quads (0/1)
ShowMapSolid = 0 ### Show map collision solid mode (0/1/2)
MapTriCacheRecalc = 0 ### Always recalc planes
MapCollisionBalance = 12.000000 ### Faces per quad balance
R_SortInvert = 0 ### Invert models sorting (0/1)
R_SortShow = 0 ### Show sorting info (0/1/2)
R_SortModels = 1 ### Sort models by distance
R_SphereVisMult = 1.250000 ### Multiplier for models visibility sphere radius
R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible
R_DistMLOD1 = 3.000000 ### Model LOD 1 distance coef.
R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n)
R_DrawMLODPart = 1 ### Draw model LOD particles (0/1)
R_DrawMLODMask = 0 ### Draw model LOD Mask
R_UseMLOD = 1 ### Use model LODs
R_LightLimit = 4 ### Max. enabled lights per model (0..6)
R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations
R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1)
R_SkipUpdateVis = 0 ### Skip model visibility test (0/1)
R_ModelFastIsVis = 1 ### Use FastIsVisible for model visibility pre-test (0/1/2)
R_ModelPortalVis = 1 ### Use portals for model visibility test (0/1)
R_ShowModelSector = 0 ### Show model sector (0/1/2)
R_ShowModelLights = 0 ### Show model lights (0/1/2)
R_ShowModelPos = 0 ### Show model position (0/1/2)
R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3)
R_LastDevice = NVIDIA GeForce GTX 1080 [nvldumd.dll] 30.00.14.7212 ### Render Last Device name
R_GlowFlickBRot = 0.000000 ### GlowFlick bump rot
R_GlowFlickBump = 0.001500 ### GlowFlick bump scale
R_GlowFlickRot = 0.100000 ### GlowFlick rot
R_GlowFlickTile = 6.000000 ### GlowFlick tiling
R_GlowFlickMod = 0.980000 ### GlowFlick mod coef
R_CloudEmi = 1.000000 ### Cloud emissive factor
R_CloudA = 0.300000 ### Cloud alpha factor
R_CloudB = 1.000000 ### Cloud blue factor
R_CloudG = 1.000000 ### Cloud green factor
R_CloudR = 1.000000 ### Cloud red factor
R_CloudScale2 = 3.000000 ### Cloud scale 2
R_CloudScale1 = 7.000000 ### Cloud scale 1
R_CloudVel2y = 0.003000 ### Cloud vy2
R_CloudVel2x = 0.020000 ### Cloud vx2
R_CloudVel1y = 0.015000 ### Cloud vy1
R_CloudVel1x = 0.005000 ### Cloud vx1
R_AlphaFog = 1 ### Allow fog with alpha blending (0/1/2)
R_DecalZBias = 10 ### Z-Bias for decals (0..16)
R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided)
R_MaterialLog = 0 ### Log material usage (0/1)
R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2)
R_UseDefMaterial = 0 ### Use default white material (0/1)
R_UseDefTexture = 1 ### Use default white texture (0/1/2)
R_MipFilter = 1 ### MipMap filter (0=point,1=linear)
R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic)
R_Anisotropy = 8 ### Max. anisotropic texture filter level
R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0)
R_EnvBumpScale = 1.000000 ### Environment bump mapping scale
R_EnvBumpBias = 1 ### Adjust bias for DXT1 bump textures (0/1)
R_EnvMapOffset = 0.500000 ### Environment map offset
R_EnvMapScale = 0.250000 ### Environment map scale
R_EnvMapViewDep = 2 ### View-dependent Environment map (0/1/2)
R_VBIBTriLimit = -1 ### RenderVBIB triangle limit (def. -1)
R_PShaderCount = 159 ### Count of pixel shader changes (readonly)
R_PSMask = 0 ### Pixel shader mask (def. 0)
R_PShaders = 1 ### Use pixel shaders (0/1)
R_GlowMap = 1 ### Use GlowMap (0/1)
R_EnvBump = 1 ### Use EnvBump (0/1)
R_EnvMap = 1 ### Use EnvMap (0/1)
R_EnvBlend = 0 ### MaskEnvMap blend mode (0=Add,1=Blend)
R_NodoR_Count = 1876 ### NodoR counter
R_Nodo3D_Count = 339 ### Node3D counter
R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2)
R_SkipNodeFX = 0 ### Disable node effects (0/1)
R_SkipAnimVis = 0 ### Disable node visibility anim (0/1)
R_SkipAnim = 0 ### Disable node animation (0/1)
R_SkipTrans2 = 1 ### Disable stencil node transform (0/1)
R_SkipTrans = 0 ### Disable node transform (0/1)
R_SkipNodes = 0 ### Disable node rendering (0/1)
R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter)
R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node)
R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node)
R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1)
R_LightMultName = ### Use lightmult only in specified lights (ie: Omni02*)
R_SpotlightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0)
R_SpotlightClamp = 0.000000 ### Vertex lighting clamp (def. 0.0)
R_SpotlightAtten = 15.000000 ### Vertex lighting atten. factor (def. 5.0)
R_SpotlightAdjust = 1 ### use spotlight specific atten/clamp/mult
MonitorAmbient = 0 ### Ambient light for EnableMonitorLights (def. 0)
R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0)
R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1)
R_LightSector = 1 ### Use light sector (0/1)
R_LightEnaD3D = 1 ### Use light enable cache (0/1)
R_LightTrace = 0 ### Use model to light raytracing (0/1)
R_LightDefer = 1 ### Use deferred light activation (0/1)
R_LightTarget = 1 ### Use target nodes (0/1)
R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1)
R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0)
R_LightSort = 12 ### Max. sorted lights (0..16)
R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0)
R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0)
R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0)
R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0)
R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0)
R_ShowLights = 0 ### Show lights (0/1)
EngineDebugLevel = 10 ### Extra engine debug info (0/1/2)
LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1)
MatEmissive = 0.000000 ### Extra amount of emissive lighting
DDS_CheckMark = 0 ### Check that used textures are not marked (0/1)
DDS_MarkSource = 0 ### Mark original texture (0/1)
DDS_UseTextures = 1 ### Read DDS Textures (0/1)
S_StreamBufferSize = 200 ### Buffer size for streaming (ms)
S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed
S_VoiceoverFadein = 4.000000 ### Voiceover fadein speed
S_VoiceoverVolume = 0.600000 ### Voiceover relative volume
VSync = 0 ### Fullscreen Vertical Sync (0/1)
ShowTSCMode = 1 ### Show TSC info (0=instant,1=by seconds)
AutoScreenShot = 0 ### Auto ScreenShot (0/1)
R_ForceFPS = 0.000000 ### FPS force (def. 0.0)
R_LimitFPS = 0.000000 ### FPS limit (def. 0.0)
R_ShowInfo = 0 ### Show rendering info (0..3)
R_SplitScreenUpdate = 0 ### Split Screen Update Target
R_SplitScreenCamera = 0 ### Split Screen Camera Index
R_SplitScreen = 0 ### Split Screen
R_CreditsAlpha = 0 ### Credits render target alpha
R_CreditsPhase = 0 ### Credits render target phase
R_CreditsClear = 1 ### Credits render target clear
R_CreditsY = 0 ### Position Y of Credits render target
R_CreditsX = 0 ### Position X of Credits render target
R_CreditsSizeY = 256 ### Size Y of Credits render target (pow2)
R_CreditsSizeX = 512 ### Size X of Credits render target (pow2)
R_CreditsRTarget = 0 ### Init Credits render target (0/1)
R_SceneBlurOffset = 1.500000 ### Scene Blur Offset in Texels
R_SceneBlurValue = 0.000000 ### Scene Blur Value
R_SceneBlurRTarget = 1 ### Init Scene Blur render target (0/1)
R_SceneRadialBlurOffset = 5.000000 ### Scene Radial Blur Offset
R_SceneRadialBlurValue = 0.000000 ### Scene Radial Blur Value
R_SceneRadialBlurRTarget = 1 ### Init Scene Radial Blur render target (0/1)
R_SceneMotionBlurSize = 0.500000 ### Scene Motion Blur Target Size (Scene Size Proportional)
R_SceneMotionBlurOffset = 1.000000 ### Scene Motion Blur Offset in Texels
R_SceneMotionBlurOff = 0.000000 ### Scene Motion Blur OffScreen
R_SceneMotionBlurValue = 0.000000 ### Scene Motion Blur Value
R_SceneMotionBlurRTarget = 1 ### Init Scene Motion Blur render target (0/1)
R_SceneBloomBlurSize = 0.400000 ### Scene Bloom Blur Target Size (Scene Size Proportional)
R_SceneBloomBlurOffset = 0.750000 ### Scene Bloom Blur Offset in Texels
R_SceneBloomBlurPasses = 2 ### Scene Bloom Blur Passes
R_SceneBloomRTarget = 1 ### Init Scene Bloom render target (0/1)
R_SceneDuDvCheckPixels = 6553 ### Scene DuDv Check Caps Maximun different Pixels
R_SceneDuDvForced = 0 ### Scene DuDv Target Forced (0/1)
R_SceneDuDvScale = 0.150000 ### Scene DuDv Target Scale
R_SceneDuDvFilter = 1 ### Scene DuDv Target Filter (0=point, 1=linear)
R_SceneDuDvRTarget = 1 ### Init Scene DuDv render target (0/1)
R_SceneCheckPixels = 512 ### Scene RenderTarget Caps Maximun different Pixels
R_SceneForceLinNonPow2 = -1 ### Force Linear NonPow2 Render Target (-1/0/1)
R_SceneForceLinPow2 = -1 ### Force Linear Pow2 Render Target (-1/0/1)
R_SceneRTargetSwap = 1 ### Scene render target Swapping (0/1)
R_SceneRTarget = 1 ### Init Scene render target (0/1)
R_NewsPanelWire = 0 ### Show the NewsPanel in wireframe mode (0/1)
R_NewsPanelSize = 128 ### Size of NewsPanel render target (pow2)
R_NewsPanelRTarget = 1 ### Init NewsPanel render target (0/1)
ShowSceneCamera = 0 ### Show cutscene camera name and frame number
CameraDefViewAspect = 1.333333 ### Default logical viewport aspect ratio
PhysicalAspectRatio = 1.333333 ### Physical aspect ratio
ShowProgressBar = 1 ### Show loading progress bar (0/1)
ProgressBar = 1000 ### Progress bar reference value (def. 1000)
SplashScreenFade = 400 ### Splash screens fade time
ShowSplashScreen = 1 ### Show loading screen (0/1)
PlayVideo = ### Video played at init.
TimerFreqMult = 1 ### Timer frequency multiplier (def. 1, disable QPF=0)
FullScreen = 0 ### 0 = Windowed mode, 1 = Fullscreen mode
VideoWidth = 1920 ### Screen width
VideoHeight = 1080 ### Screen height
VideoBPP = 32 ### Bits per pixel
CollisionEpsilon = 1.000000 ### Collision epsilon
ModelAmbient = 0 ### Extra ambient light for models (def. 0)
RenderUseVB = 1 ### Use Vertex Buffers (0/1)
RenderModels = 1 ### Render models (0/1)
ShowMapCollision = 0 ### Show map collision planes (0/1)
RenderLightmap = 1 ### Render lightmap mode (0/1/2)
ShowMapWireFrame = 0 ### Show map wireframe mode (0/1/2)
ViewerModel = ### Model used in viewer mode
ViewerAnim = ### Model animation used in viewer mode
ViewerModelOffsetY = 0.000000 ### Viewer model offset (Y axis)
ViewerFOV = 0.000000 ### Viewer camera fov (0.0 = original fov)
ViewerClipFar = 800000.000000 ### Viewer camera far clip plane
ViewerClipNear = 5.000000 ### Viewer camera near clip plane
ViewerCameraInv = 1 ### Viewer camera rotation: 0 = normal, 1 = inverted
ViewerCameraTgt = 0 ### Viewer camera mode: 0 = free, 1 = target
ViewerCameraVel = 1.000000 ### Viewer camera velocity (m/s)
ViewerCameraAnim = 0 ### Viewer camera anim (0/1)
ComputeMapTextSaving = 0 ### if 1 writes the map text saving info
c_sboxmult = 20.000000 ### WorldSphereCollision box mult
c_sboxshow = 0 ### WorldSphereCollision box info
c_sbox = 1 ### WorldSphereCollision box cache enable
c_sld2 = 10 ### WorldSphereCollisionSlide2D max. iter.
c_sldi = 10 ### WorldSphereCollisionSlide max. iter.
c_scts = 0 ### WorldSphereCollisionCheck use: 0=slide, 1=test
c_schk = 1 ### Detect WorldSphereCollisionCheck cases
c_caps = 1 ### Detect vertical WorldSphereCollisionTest cases
c_hold = 0 ### Freeze WorldSphereCollisionTest calls
c_iter = 0 ###
R_ForcePreRenderTransform = 0 ### Force PreRender Transforms
R_GetModelVertex = 1 ### Model GetVertex Active
R_CoefMLODMenuElement = 11700.000000 ### MenuElement LOD coef.
R_CoefMLODOutElement = 80000.000000 ### OutElement LOD coef.
R_CoefMLODCharacters = 1500.000000 ### Characters LOD coef.
R_CoefMLODTraffic = 12000.000000 ### Traffic LOD coef.
R_CoefMLODEngines = 8000.000000 ### Engines LOD coef.
R_CoefMLODPilots = 4500.000000 ### Pilots LOD coef.
R_CoefMLODShips = 8000.000000 ### Ships LOD coef.
InactiveBackgroundApp = 1 ### 1=application inactive in background
ReRunAtExitParams = ### empty string is not rerun. else... the parameters.
isDemo = 0 ### Retail version
isDolby = 0 ### true if Dolby 5.1 is supported
isXbox = 0 ### true if console case
XboxFileCacheSize = 0 ### if value > 0 uses a file cache of size 'value' Kbs.
isXboxDebug = 0 ### true if can be acessed the debug info.
LoadMsgString = ### Message that is show while loading
iLoadMsgString = 0 ### Loading Message Counter
JoinServerOnStartup = 0 ### if 1 automaticaly joins in a server.
DefaultMaxPlayersOnServer = 128 ### Max number of clients conected to a server.
DefaultServerAddress = 185.253.155.124 ### Default conection address.
DefaultServerPort = 28086 ### Default conection port.
MakeDedicated = 0 ###
AfterDrawCallback = <Callback function> ### This function will be called after draw and reseted.
DrawNextFrame = 1 ### If the next frame will be drawed....
ForceReload = 0 ### if set to 1, the nex level will be fully reloaded.
DisableSkipSlot = 0 ### Don't skip slots in low framerates (0/1)
Viewer = 0 ### 0(default) : Normal game, 1 : Init Viewer
iMap = Levels/Menu ### The first map that will be loaded
ModPathName = ### Modification path name.
ModFileName = ### Modification file name.
SplitScreen = 0 ### Is split Screen
ShowCredits = 0 ### Show credits on main menu?
IsSecondMission = 0 ### Is active any secondary mission?
IsMapOutDoor = 0 ### Is map outdoor?
Max_Rad_Obj = 10000.000000 ### Min radius of the obj scale
GridScaleY = 20000.000000 ### Y Scale of the entity grid cell
GridScaleX = 20000.000000 ### X Scale of the entity grid cell
GridScaleZ = 20000.000000 ### Z Scale of the entity grid cell
XBRumblePadPad = 1.000000 ### [0..1] rumble power of pad.
XBInvertLRVehicle = 0 ### if true, invert the L&R buttons (vehicle)
XBVehicleAsFPS = 0 ### if true, controlled as FPS (vehicle)
XBVDigitalAsAnalog = 0 ### if true, the cross is digital (vehicle)
XBInvertVehicleYPad = 1 ### Invert Y Axis in pad (vehicle)
XBInvertLRChar = 0 ### if true, invert the L&R buttons (character)
XBCameraAutoPad = 0 ### if true, the camera automaticaly turns (character)
XBCDigitalAsAnalog = 0 ### if true, the cross is digital (character)
XBInvertCharYPad = 0 ### Invert Y Axis in pad (character)
XBNumControllers = 0 ### number of plugged controllers
XboxCanSave = 1 ### Can save games.
NumProfiles = 3 ### Maximun number of profiles.
XboxSaveName6 = ### Save game isues.
XboxSaveName5 = ### Save game isues.
XboxSaveName4 = ### Save game isues.
XboxSaveName3 = ### Save game isues.
XboxSaveName2 = ### Save game isues.
XboxSaveName1 = ### Save game isues.
XboxSaveName0 = ### Save game isues.
XboxProfileName = ### the current save game profile name. If '' no savegame file.
XboxSavePath = ### the current save game directory. If '' no savegame file.
GameSkill = 1 ### Game Skill. (0 = Easy,1 = Normal,2 = Hard).
ServerType = FlagHunt ### Type of server game.
ServerMapList = ['FZ', 'OM'] ### List of maps to play the game.
Fraglimit = 20 ### Number of frags to win a match...
ChatEvent = <Callback function> ### ChatEvent(id) only for racer input modes. The chat key has been pressed.
QChatEvent1 = <Callback function> ### QChatEvent1(id) only for racer input modes. The quick chat message has been pressed.
QChatEvent2 = <Callback function> ### QChatEvent2(id) only for racer input modes. The quick chat message has been pressed.
QChatEvent3 = <Callback function> ### QChatEvent3(id) only for racer input modes. The quick chat message has been pressed.
QChatEvent4 = <Callback function> ### QChatEvent4(id) only for racer input modes. The quick chat message has been pressed.
QChatEvent5 = <Callback function> ### QChatEvent5(id) only for racer input modes. The quick chat message has been pressed.
QChatEvent6 = <Callback function> ### QChatEvent6(id) only for racer input modes. The quick chat message has been pressed.
MainMissionEvent = <Callback function> ### MainMissionEvent(id) <Mission menu> event when input is not in ´menu´ mode.
EscapeEvent = <Callback function> ### EscapeEvent(id) <MainMenu> event when input is not in ´menu´ mode.
TopLimit = 9000.000000 ### The hi map limit, after the atmosphere
AtmosphereLimit = 6726.000000 ### The atmosphere end
Gravity = 4900.000000 ### Global Gravity
PriorityWeapon = Laser, Vulcan, Devastator, Tesla, ATPC, Swarm, Inferno ### The Seventh Weapon
O_Show = 0 ### Show Object Pool debug info on screen
ElementModelPath = Models/Elements/ ### Path for the element list
FXVehicleAcceleratorFile = Models/GFX/VehicleAccelerator.M3D ### Default Model for Vehicle Accelerator Effect
ShipExplosionMaxDist = 250000.000000 ### Maximun Distance to show the Ship Explosion Effect
FXShipExplosionFile = Models/GFX/ShipExplosion.M3D ### Default Model for Ship Explosion
FXSmokeDebrisFile = Models/GFX/SmokeDebris.M3D ### Default Model for Smoke Debris Effect
FXFiredDebrisFile = Models/GFX/FiredDebris.M3D ### Default Model for Fired Debris Effect
FXFiredEntitySmokeStep = 1000.000000 ### Fired Entity Smoke Effect Step
FXVehicleDamageSmokeStep = 350.000000 ### Vehicle Damage Smoke Effect Step
FXSceneTheEndBFile = Models/GFX/Scenes/TheEndB.M3D ### Default Model for TheEndB Scene Effects
FXSceneEnterMatrixFile = Models/GFX/Scenes/EnterMatrix.M3D ### Default Model for EnterMatrix Scene Effects
FXSceneHumanCDFile = Models/GFX/Scenes/HumanCD.M3D ### Default Model for HumanCD Scene Effects
FXSceneBeatPickusFile = Models/GFX/Scenes/BeatPickus.M3D ### Default Model for BeatPickus Scene Effects
FXSceneYakuzziFile = Models/GFX/Scenes/Yakuzzi.M3D ### Default Model for Yakuzzi Scene Effects
FXSceneBillArrives_AFile = Models/GFX/Scenes/BillArrives_A.M3D ### Default Model for Bill Arrives A Scene Effects
FXSceneBishopsFile = Models/GFX/Scenes/Bishops.M3D ### Default Model for Bishops Scene Effects
FXSceneDecontaminationFile = Models/GFX/Scenes/Decontamination.M3D ### Default Model for Decontamination Scene Effects
FXItemBlinkFile = Models/GFX/ItemBlink.M3D ### Item Blink FX Model File
FXItemTakeFile = Models/GFX/ItemTake.M3D ### Default Model for Item Take Effect
FXItemFadeFile = Models/GFX/ItemFade.M3D ### Default Model for Item Fade In/Out Effect
FXShipEditBuildFile = Models/GFX/Sputnik/ShipEditBuild.M3D ### Default Model for ShipEdit Build Effects
FXElementsMentalControllerDamageFXMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Damage Effect
FXElementsMentalControllerDamageSoundVol = 1.000000 ### MentalController Damage Lighting sound volume
FXElementsMentalControllerDamageSound = FXChispas ### MentalController Damage Lighting sound name
FXElementsMentalControllerMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Effect
FXABFakeLimitQuakeTime = 0.100000 ###
FXABFakeLimitQuakeFactor = 0.015000 ###
FXABFakeLimitSegmentStep = 0.038000 ###
FXABFakeLimitSegmentSize = 15000.000000 ###
FXABFakeLimitRingRotSpeed = 2.000000 ###
FXABFakeLimitDistLighting = 20000.000000 ###
FXABFakeLimitRadius = 96000.000000 ###
FXElementsFireDropSoundAttEnd = 0.000000 ### Element FireDrop sound attenuation end
FXElementsFireDropSoundAttIni = 0.000000 ### Element FireDrop sound attenuation ini
FXElementsFireDropSoundVol = 1.000000 ### Element FireDrop Sound volume
FXElementsFireDropSound = FXElementsFireDropSound ### Element FireDrop Sound name
FXElementsFireDropRateAtt = 1.250000 ### Rate Attenuation Factor by Distance at Elements Fire Drop Effect
FXElementsFireDropMaxDist = 200000.000000 ### Maximun Distance to show the Elements Fire Drop Effect
FXCharacterPoliceGearConversionFile = Models/GFX/Gear/Conversion.M3D ### Default Model for Gear Conversion Effects
FXFunctionarySpecialActionFile = Models/GFX/Functionary/SpecialAction.M3D ### Default Model for Functionary Special Action Effects
CharacterConversionSoundVol = 1.000000 ### Character Conversion Sound Volume
CharacterConversionSound = CharacterConversionSound ### Character Conversion Sound Name
FXCharacterConversionFile = Models/GFX/CharacterConversion.M3D ### Default Model for Character Conversion Effect
FXCharacterSputnikFile = Models/GFX/Sputnik/Sputnik.M3D ### Default Model for Sputnik Effects
CharacterDeathSoundVol = 1.000000 ### Character Death Sound volume
CharacterDeathSound = CharacterDeath ### Character Death Sound name
FXCharacterDeathMinDist = 1500.000000 ### Minimun Distance to Camera for Show Character Death Effect
FXCharacterDeathFile = Models/GFX/CharacterDeath.M3D ### Default Model for Character Death Effect
FXCharacterConversorFile = Models/GFX/CharacterConversor.M3D ### Default Model for Character Conversor Effect
FXCharacterTeleportFile = Models/GFX/CharacterTeleport.M3D ### Default Model for Character Teleport Effect
CharacterTeleportSoundVol = 1.000000 ### Character Teleport sound volume
CharacterTeleportDownSound = CharacterTeleport ### Character Teleport Down sound name
CharacterTeleportUpSound = CharacterTeleport ### Character Teleport Up sound name
FXCharacterBlaBliBlaFile = Models/GFX/CharacterBlaBliBla.M3D ### Default Model for BlaBliBla Characters Effect
FXCharacterDazedFile = Models/GFX/CharacterDazed.M3D ### Default Model for Dazed Characters Effect
FXMoneyTransferFile = Models/GFX/MoneyTransfer.M3D ### Default Model for Money Transfer Effects
ShowDummy = ### Show dummys in map.
GridUseTopLimit = 0 ### 1 if the grid will be limited by the toplimit gvar (usually used in outdoors)
OnPurchase = <Callback function> ###
S_PlayMute = ### Mute all sounds but those specified here
S_PitchScale = 1.000000 ### Pitch scale (def. 1.0)
S_PriorityMode = 1 ### Priority mode (0=time,1=vol,2=time&vol)
S_SkipUpdates = 0 ### Disable sound updates (0/1)
S_SkipPlay = 0 ### Disable sound playing (0/1)
S_Show = 0 ### Show sound debug info on screen (0/1/2)
SoundInit = 1 ### Initialize sound system
SoundChannels = 24 ### Sound channels (max. 32)
SoundUseHardware = 1 ### 0 = Software only, 1 = Use hardware if available
SoundSwapChannels = 0 ### 0 = Normal, 1 = Swap left/right channels
SoundFrequency = 44100 ### Frequency (11025/22050/44100)
SoundBits = 16 ### Bits (8/16)
SoundStereo = 1 ### 0 = Mono, 1 = Stereo
VoiceMainVolume = 0.000000 ### Voice main volume (0..1)
MusicMainVolume = 0.000000 ### Music main volume (0..1)
SoundMainVolume = 0.000000 ### Sound main volume (0..1)
StreamPath = Sounds/Stream/ ### Stream default path
VoicePath = Sounds/Voices/ ### Voice default path
SoundShowSetMode = 0 ### Sound show SetMode info
SoundPanningFactor = 12.000000 ### Sound panning factor (dB)
SoundDistAttenuation = 0.500000 ### Sound distance attenuation factor
SoundDopplerLevel = 1.000000 ### Sound doppler effect level
SoundAutoplayVolume = -60.000000 ### Sound autoplay volume (dB)
WarnVoiceVolume = 1.000000 ### Voice maximal volume of police messages.
MaxPoliceWarnDist = 3000.000000 ### Distance of warnning police messages.
MinVoiceVolumeChat = 0.200000 ### voice minimal volume of thrd person speacher.
ForceNoActionMusic = 0 ### Deactivates the action music.
useDynamicMusic = 1 ### Uses dynamic music when set to true.
isActionIndoor = 0 ### True if the indoormap uses DinaMusic.
isActionMusic = 0 ### Modify this value to start/end the action!
MusicTimeChange = 15.000000 ### minimun time of musicplay after the fade.
ActionMusicTimeFade = 5.000000 ### Time to fade off the action musics.
OutActionMusicVolume = 0.780000 ### Volume of Action Music path for outdoors.
iOutActionMusic = 11 ### Num of Action Music path for outdoors.
OutActionMusic = Music/Outdoor%d.ogg ### Action Music path for outdoors.
OutRelaxMusicVolume = 1.000000 ### Volume of Relax Music path for outdoors.
iOutRelaxMusic = 4 ### Num of Relax Music path for outdoors.
OutRelaxMusic = Music/Track%d.ogg ### Relax Music path for outdoors.
VoicePlayDelay = 0.500000 ### Delay to play an specific voice.
PythonExecute = print 'No PythonExecute' ### This will run a pyhon command.
LastMasterCommandSent = ###
ServerDataRateLimit = 409600000 ### Rate Limit in bytes per second
MasterCommandFunc = <Callback function> ### MasterCommandFunc(string) (master server sends data)
HeartbeatTime = 30.000000 ### Heartbeat to the master server.
MasterServerAddress = scrapland.mercurysteam.com ### Master server address for internet.
MasterServerPort = 5000 ### Master server port for internet. (0 = No master)
OnNetBrowseCallback = <Callback function> ### Called every time that server is found in a browsing operation.
OnChatString = <Callback function> ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
OnUsrString = <Callback function> ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
ClientConectionStatus = ### String with conection information
ServerMinSendDelay = 5 ### Mininimal delay between packets (in seconds).
OnClientModify = <Callback function> ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified
OnClientJoin = <Callback function> ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created
OnClientExit = <Callback function> ### OnClientExit(entityname,ModelName,UsrName) player ship will be deleted
ServerName = Unnamed Server ### Name of the network server
ServerRemotePassword = ### Password for client remote control(server). If empty, no remote control allowed.
UseServerPassword = 0 ### if the server needs password to join, set to true.
ServerPassword = dtritus ### The server's password.
ForceServerVehicle = 0 ### All the ships will use the server's one
ClientRemotePassword = ### Password for client remote control(client). If empty, no remote control allowed.
ClientPassword = sesame ### The password needed to join to the server's match.
ClientPPS = 20 ### Number of packets per second that will be send/request to the server [1..20]
ClientSetConfig = <Callback function> ### ClientSetConfig(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modifed
ClientSetPlayer = <Callback function> ### ClientSetPlayer(EntityName)
ClientAfterCreate = <Callback function> ### ClientAfterCreate(EntityName,ResoruceName)
ClientCreate = <Callback function> ### ClientCreate(EntityName,ResoruceName)
ClientDelRes = <Callback function> ### ClientDelRes(Num,Descriptor)
ClientAddRes = <Callback function> ### ClientAddRes(Num,Descriptor)
NetMaxPlayersInitSend = 4 ### Maximun number of net players send per packet at the startup.
NetTimeOut = 240000 ### # Time out for desconection...
NetMaxResourcesSend = 8 ### Maximun number of net resourses send per packet at the startup.
LogNetData = 0 ### Log client network data for debuging.
BrowserCode = ###
ASEPublic = 1 ### 'The All-Seeing Eye' server public.
WindFxScorerShow = 0 ### Shows Wind FX info
WindFxScorerFwAngle = 45.000000 ### Foward angle Wind FX tests
WindFxScorerFadeFactor = 5.000000 ### Fade in and out for Wind FX
WindFxScorerVertical = 5000.000000 ### Vertical check for Wind FX
WindFxScorerHorizontal = 10000.000000 ### Horizontal check for Wind FX
WindFxScorerSpeedPitch = 5.000000 ### semitones for speed
WindFxScorerSpeedVol = 3.000000 ### Sound Volume allways if speed factor
WindFxScorerSoundVol = 1.000000 ### Sound Volume for Wind FX
WindFxScorerSound = FastFXWind ### Sound name for Wind FX
WeaponChangeFadeTime = 0.100000 ### Time to fade the fade Weapon Change Scorer
WeaponChangeShowTime = 1.000000 ### Time to show the fade Weapon Change Scorer
CurrentWaypointName2 = ### Nombre de la siguiente boya en una carrera (Para el player 2)
CurrentWaypointName = ### Nombre de la siguiente boya en una carrera
FadeOutFinalTime = 5.000000 ### Fade out final time
CounterType = 0 ### Indica si se incrementa, se decrementa o se para el contador (0:decrementa, 1:incrementa, 2:se para)
TimeToFinishCurrentMission = 0.000000 ### Tiempo actual para que acabe la misión (en segundos)
TimeToCancelCurrentMission = 21.000000 ### Tiempo actual para cancelar la misión (en segundos)
TimeSpecialUseTimer = 0.000000 ### Temporizador definido por el usuario para usos varios.
TimeInactiveTimer = 121.000000 ### Tiempo actual para que se cancele la misión por inactividad (en segundos)
TimeWarning = 31.000000 ### Cuando quede esta cantidad de tiempo se avisa al usuario de que se de prisa o se cancelará la apuesta loca (en segundos)
TextTypingSoundVol = 1.000000 ### Set the Text Typing Sound Volume
TextTypingSound = keyboard%d ### Set the Text Typing Sound
EnemyFireSize = 2.000000 ### The enemy fire indicator size
LittlePointingArrowSize = 1.000000 ### The little pointing arrow 0 : no arrow -> 1: normal -> oo
TargetScorerSwitchSoundVol = 1.000000 ### Sound Volume for switching target
TargetScorerSwitchSound = SwitchTarget ### Sound name for switching target
FullTalkTime = 0.000000 ### Time remain to dispear the tex showed...
RemainTalkTime = 0.000000 ### Time remain to dispear the tex showed...
MaxTalkLineSizePix = 300.000000 ### Size at chat window with the text....
TimeToAbortChatText = 0.500000 ### This time must be keeped press the action button to abort the current chat.
FileArrowNextAlpha = 2D/Dialog/NextOption.alpha.tga ### FileArrowNextAlpha bitmap file
EndRegenerationSoundVol = 1.000000 ### Sound Volume for life end Regeneration
EndRegenerationSound = EndRegeneration ### Sound for life end Regeneration
InitRegenerationSoundVol = 1.000000 ### Sound Volume for life initilaize Regeneration
InitRegenerationSound = InitRegeneration ### Sound for life initilaize Regeneration
RegenerationSoundPitchMax = 10.000000 ### Full life pitch for life Regeneration
RegenerationSoundPitchMin = -10.000000 ### 0 life pitch for life Regeneration
RegenerationSoundVol = 1.000000 ### Sound Volume for life Regeneration
RegenerationSound = Regeneration ### Sound loop for life Regeneration
DangerLifeSoundVol = 1.000000 ### Sound Volume for life danger
DangerLifeSound = LifeDanger ### Sound loop for life danger
DangerLifeLevel = 10 ### Percentage of life to show Danger...
WarningLifeLevel = 25 ### Percentage of life to show Warning...
SpecialActionActive = 2 ### the special action status. 0-Disable 1-Blink 2-Enable
GearTargetName = ### Gear target entity name
GearTargetSphereRadius = 3000.000000 ### Gear target sphere radius
GearTargetCrossBlinkTime = 0.100000 ### Gear target cross blink time
ShowConsoleLog = 0 ### 1 to show allways the console
FullScreenConsoleCallback = <Callback function> ### This function is called when imput an string on fullscreen console.
HintAppearsTime = 0.500000 ### Time to show the hint in the menu
XboxSavingMsgStr = XBox_Saving_Msg_ ### the remain 'Saving...' text message in language table.
XboxSavingMsg = 0.000000 ### the remain time to hide de 'Saving...' message.
XboxNoPadMsgP = 0 ### if 1 shows the 'please insert the pad' for player 2.
XboxNoPadMsg = 0 ### if 1 shows the 'please insert the pad'.
XboxNoPadMsgPBig = 0 ### if 1 shows the 'please insert the pad' big (to start game).
CameraCloudBlue = 255 ### Blue falue for the clouds
CameraCloudGreen = 255 ### Green falue for the clouds
CameraCloudRed = 255 ### Red falue for the clouds
CameraCloudAlpha = 0 ### Aplha falue for the clouds
CameraCloudThickness = 500.000000 ### The thickness of the cloud fade for de clouds
CameraCloudPlaneSize = 1000.000000 ### The size of de gradient of the fade for de clouds
CameraCloudDistance = 4000.000000 ### here start the white fade for de clouds
MotionBlurOffVar = 0.000000 ### factor of motion blur fx
MotionBlurEndTime = 0.000000 ### factor of motion blur fx
MotionBlurTime = 0.000000 ### factor of motion blur fx
MotionBlurFactorEnd = 0.000000 ### factor of motion blur fx
MotionBlurFactorBegin = 0.000000 ### factor of motion blur fx
NoiseEndTime = 0.000000 ### factor of noise fx
NoiseTime = 0.000000 ### factor of noise fx
NoiseFactor = 0 ### factor of noise fx
NoiseFactorBegin = 0 ### factor of noise fx
CinemaBlackBandHeight = 60.000000 ### Modifies the cinema format
CameraScene = 0 ### Camera Scene mode active
ScorerMarkerSpeed = 6.000000 ### Scorer Focus Marker Speed
ScorerMarkerColor = 11853055 ### Scorer Focus Marker Color
ScorerMarker = 1 ### Show Scorer Focus Marker
ScorerMarginV = 10 ### Vertical Margin for Scorer
ScorerMarginH = 12 ### Horizontal Margin for Scorer
OnAcceptSoundVol = 0.500000 ### Set the Accept sound Volume
OnAcceptSound = menuclik ### Set the Accept Sound
OnFocusSoundVol = 0.500000 ### Set Volume in the focus of sound
OnFocusSound = menufocus ### Set the Focus Sound
CShow = 0 ### Shows the colission areas
SuperDealAvaliable = 0 ### 1 if superdeal is avaliable
NumEnemiesInRadar = 0 ### Number of enemies in the radar
RadarMMSelect = 1 ### 1 if Show only one main mission target (nearest)
RadarShowAll = 0 ### Show all the vehicles and chars at the radar
NumRadarIcons = 9 ### The number of radar icons
FileNameMap2D = 2D/Black.tga ### 2DMap bitmap file
NewsPanelCloseSpeed = 4.000000 ### Speed of close of scene
NewsPanelOpenSpeed = 3.000000 ### Speed of init of scene
NewsPanelH = 180.000000 ### render the News Logo Size
NewsPanelW = 270.000000 ### render the News Logo Size
NewsPanelY = 20.000000 ### render the News Logo Pos
NewsPanelX = 350.000000 ### render the News Logo Pos.
NewsPanelMove = 18.000000 ### render the News Panel Head movement.
NewsPanelDisplacement = 5.000000 ### render the News Panel Head displacement.
NewsPanelDistance = 70.000000 ### render the News Panel Head distance.
NewsHead = Betty ### Render the News Head
BackNewsBmp = 2D/News/BackNews.bmp ### render the News Background
NewsLogoBmp = 2D/News/LogoNews.bmp ### render the News Logo
NewsPanelAspect = 1.330000 ### News Panel aspect ratio
NewsPanelShowHead = 0 ### render the News Panel Head.
NewsPanelActive = 0 ### render the News Panel in the texture.
ShowNetStatus = 0 ### true if show the networking status.
ShowClientPing = 0 ### true if show the ping label
ClientPingX = 20.000000 ### X Pos of the ping label
ClientPingY = 120.000000 ### Y Pos of the ping label.
FirstPhotoMessage = Press Left button to take the picture. ### Message that appears every time you must to use the camere
NextMissionSecondLineOffsetXBox = 24.000000 ### Next mission second line offset XBox
NextMissionFirstLineOffsetXBox = 4.000000 ### Next mission first line offset XBox
NextMissionSecondLineOffsetPC = 80.000000 ### Next mission second line offset PC
NextMissionFirstLineOffsetPC = 60.000000 ### Next mission first line offset PC
ChatMsgPersistence = 1.000000 ### Time that will be printed the chat message
QuickMessageString1 = Die bastard! ### Quick chat messsage
QuickMessageString2 = This map sucks ### Quick chat messsage
QuickMessageString3 = Good game ### Quick chat messsage
QuickMessageString4 = That�s no fair ### Quick chat messsage
QuickMessageString5 = There is no rules ### Quick chat messsage
QuickMessageString6 = I�m the one and only ### Quick chat messsage
CannonScorerColorBlue = 174 ### Cannon Color Blue
CannonScorerColorGreen = 241 ### Cannon Color Green
CannonScorerColorRed = 251 ### Cannon Color Red
CannonScorerNoAmmoSoundVol = 1.000000 ### Sound Volume for No Ammo Signal
CannonScorerNoAmmoSound = NoAmmo ### Sound name for No Ammo Signal
IsAutoUpdatable = 0 ###
AutoUpdateSpeedFactor = 1.000000 ###
AutoUpdateStopValue = 0.000000 ###
BarValue = 0.000000 ###
BlinkTime = 0.100000 ### Blink time
OnFinishAutoUpdate = <Callback function> ### Called on finished auto update
MissionScorerName = Mission ### Mission scorer name
TimeToMsg = 0.000000 ### Tiempo restante hasta que desaparezca el mensaje
MaxChasingShips = -1 ### Maximun number of chasing ships.
MaxTrafficEnemy = 4 ### Maximun number of attaking traffic.
MinTrafficEnemyTime = 1.000000 ### Min Time attacking of traffic
MaxTrafficEnemyTime = 30.000000 ### Max Time attacking of traffic
MaxFightingTrafficSize = 4.000000 ### Max fighting traffic size
ProbTrafficFighting = 100.000000 ### Prob traffic fighting
TrafficFightingMaxDist = 50000.000000 ### Traffic fighting max dist
TrafficRemovalDist = 100000.000000 ### Traffic removal dist
TrafficDamageTolerance = 10 ### Life Points to be your enemy
iTrafficNumber = 10 ### Sets the traffic on the sky
PlayerHelpedPoliceReward = 2000 ### Player helped police reward
OnPlayerHelpedPolice = <Callback function> ### Called if player helped police
OnNeedMoreChasingTraffic = <Callback function> ### Called if the chasing traffic is not enough
OnNeedMoreTraffic = <Callback function> ### Called if the traffic is not enough
SputnikJunyardTimeToPissPlayer = 60.000000 ### SputnikJunyard time to piss player
SentinelBankerNPCDetect = 50.000000 ### percentage of times when the eye acuse the banker (for npcs)
SentinelBankerDetect = 30.000000 ### percentage of times when the eye acuse the banker
SentinelAbortyNPCAttDist = 4000.000000 ### At this distance, if not seen will abort the NPC attack
SentinelGotoSpeed = 1.000000 ### Sentinel speed (Goto order)
SentinelInspectSpeed = 0.250000 ### Sentinel speed (Inspect)
SentinelSuspectSpeed = 0.500000 ### Sentinel speed (Suspect)
SentinelAcuseSpeed = 0.600000 ### Sentinel speed (Acuse)
SentinelSearchSpeed = 1.000000 ### Sentinel speed (Search)
SentinelRelaxSpeed = 0.250000 ### Sentinel speed (Relax)
SentinelNextGotoTime = 5.000000 ### Sentinel time between goto orders.
SentinelGotoRadius = 300.000000 ### Radius to the viewpoint (Goto)
SentinelGotoTime = 5.000000 ### Time following the xtrange viewpoint (Goto)
SentinelInspectTime = 3.000000 ### Time following the main after out of viewrange (Inspect)
SentinelSuspectTime = 3.000000 ### Time following the main after out of viewrange (Suspect)
SentinelAcuseTime = 3.000000 ### Time following the main after out of viewrange (Acuse)
SentinelStdFar = 1000.000000 ### Standard Sentinel Distance of View
SentinelStdFovY = 1.570796 ### Standard Sentinel FieldOfView
SentinelStdFovX = 2.356194 ### Standard Sentinel FieldOfView
MadHuntersTriggeredShipName = ### Ship name that triggers mad hunters appearance
MosquitosTriggeredShipName = ### Ship name that triggers mosquitos appearance
MaxMadHuntersDist = 70000.000000 ### Max mad hunters dist
MaxMadHunters = 2 ### Max mad hunters
MaxMosquitosDist = 30000.000000 ### Max mosquitos dist
MaxMosquitos = 10 ### Max mosquitos
MinPercMadHuntersAttackingIntruder = 0.500000 ### Min perc mad hunters attacking intruder
MinPercMosquitosAttackingIntruder = 0.300000 ### Min perc mosquitos attacking intruder
OnMadHunterDeathMoney = 300 ### Mad hunter death money reward
OnMosquitoDeathMoney = 100 ### Mosquito death money reward
PlatformRadiusSqr = 1575025 ### Platform radius squared
NumWorkingLoops = 3 ### Num working loops
JunkPointsListName = JunkPoints ### Junk points list name
LifeReachedCallback = <Callback function> ### Life reached callback
LifeToLaunchCallback = 30 ### Life to launch callback
RegenerationItem = RegenerationBar ### Name of the bar item to make the regeneration
RegenerationCharTimeRate = 1.000000 ### between RegenerationTimeRate sec, 1 point regenerates.(char)
RegenerationCharStartTime = 10.000000 ### after this time, life´s regeneration starts.(char)
RegenerationTimeRate = 0.100000 ### between RegenerationTimeRate sec, 1 point regenerates.(ship)
RegenerationStartTime = 3.000000 ### after this time, life´s regeneration starts.(ship)
PoliceBossMaxSpecialActionTime = 24.000000 ### PoliceBoss max special action time
PoliceBossMinSpecialActionTime = 12.000000 ### PoliceBoss min special action time
OnParkedOut = <Callback function> ### Callback when a occupied parking zone is free.
OnParkingOccupied = <Callback function> ### Callback when a parking zone is occupied.
ParkingCheckRadius = 500.000000 ### Spere to check the position of the item or ship.
ParkingVehiCheckDistance = 50000.000000 ### At this distance, the parking will be check.
ParkingCharCheckDistance = 15000.000000 ### At this distance, the parking will be check.
PhoneCabWarningDist = 7000.000000 ### PhoneCab warning dist (in meters).
TimeBetweeenWarnings = 90.000000 ### Time betweeen warnings.
TimeBetweeenTaunts2 = 15.000000 ### Time betweeen taunts when the Boss controls all the robots.
TimeBetweeenTaunts = 22.000000 ### Time betweeen general taunts.
OnTaunt = <Callback function> ### Function to be called when a taunt is to be launched
NursePoliceRefuse = 50.000000 ### percentage of times when the Nurse escapes from the police
NurseBankerDetect = 30.000000 ### percentage of times when the Nurse escapes from the banker
NurseEscapeTime = 8.000000 ### Nurse Escape Time
NurseAlertSpeed = 1.000000 ### Nurse speed (Alarm)
NurseRelaxSpeed = 0.300000 ### Nurse speed (Relax)
OnMoneyReachValue = 0 ### if money reach these vaule, the call OnMoneyReachCallback
OnMoneyReachCallback = <Callback function> ### Function to be called when money reach 'OnMoneyReachValue'
StrMoneyUpdate = 0.100000 ### Time to update the Money Scorer
MessengerGotoSpeed = 1.000000 ### Messenger speed when carry a tube or go for it.
MessengerDataPack = MessengerDataPack ### Desktops functionary list name
MessengerDropPrice = 500 ### The price if a messager drop the tube...
MessengerTakenCallback = <Callback function> ### Called if a messager takes a datapack
MessengerDropCallback = <Callback function> ### Called if a messager drop a datapack
MessengerPrepareDistance = 1200.000000 ### Distance to the objetive to prepare drop
MessengerObjetiveDistance = 300.000000 ### Distance to the objetive to drop...
MessengerTubeState = 1 ### State of the tube : 0:Empty or 1:filled
MessengerDataPackMissionArrow = 2 ### Type of indication of the 'Game of the messengers' mission.
MaintenanceSphereRadiusFactor = 1.000000 ### Maintenance sphere radius factor
MaintenanceTimeToNextPos = 8.000000 ### Maintenance time to next pos in cube
SecondaryMissionDesc = ### Secondary Mission Descriptor.
PrimaryMissionDesc = ### Main Mission Descriptor.
MainMissionStopDist = 1500.000000 ### Main mission stop dist
LittlePoliceChasingTime = 3.000000 ### Little police chasing time
LittlePoliceStopAcusingMaxDistFromUser = 4000.000000 ### Little police stop acusing max dist from user
LittlePoliceMaxDistFar = 1500.000000 ### Little police max distance of view acusing
LittlePoliceAsksForMoney = 1 ### Little police asks for money
PoliceLogicBelligerant = 0 ### Must Be Initialized as 1 if Police Map
CreatePolice = <Callback function> ### This function is called if we need a Police
CreateGear = <Callback function> ### This function is called if we need a Gear
GetAwayHumanDist = 600.000000 ### Get away human dist
OnDefStateCallback = <Callback function> ### Python function to be called when the NPC is forced to have the default state
GenCharSpecialChaseSpeed = -1.000000 ### Gen char special chase speed
GenCharPoliceRefuse = 50.000000 ### Percentage of times when the generic char escapes from the police
GenCharAcuseAgainTime = 4.000000 ### Time to acuse again after having received damage from the Gear (being acusing the main char)
GenCharAcuseTime = 2.000000 ### Minimal time pointing the main character
GenCharAttackLimit = 2000.000000 ### Beyond this distance the generic logic does not attack randomly!
GenCharStdFar = 800.000000 ### Standard GenChar Distance of View
GenCharStdFovY = 1.570796 ### Standard GenChar FieldOfViewY
GenCharStdFovX = 1.570796 ### Standard GenChar FieldOfViewX
GenCharRobberyDetection = 20.000000 ### GenChar robery detection percentage
GenCharGetAwayTime = 4.000000 ### GenChar get away time
GenCharSpecialActionTime = 15.000000 ### GenChar special action time
GenCharMaxSpecialActionTime = 12.000000 ### GenChar max special action time
GenCharMinSpecialActionTime = 6.000000 ### GenChar min special action time
GenCharSpecialActionRadius = 6250000.000000 ### GenChar special action radius
GenCharAttackSpeed = 0.800000 ### GenChar speed (Attack)
GenCharEscapeSpeed = 0.850000 ### GenChar speed (Escape)
GenCharAlertSpeed = 1.000000 ### GenChar speed (Alert)
GenCharRelaxSpeed = 0.400000 ### GenChar speed (Relax)
GenCharAttackActive = 1 ### if 1, the characters can attack.
Gear2PoliceAlways = 1 ### if 0 Gears will become polices only if no alarm
GearRobberyDetection = 30.000000 ### Gear robery detection percentage
GearAttackNPCTime = 10.000000 ### Time attacking an npc character
GearLostTargetTime = 5.000000 ### Time since the target got lost
GearScortSpeed = 0.500000 ### Gear speed (Scort)
GearAttackSpeed = 0.250000 ### Gear speed (Attack)
GearChaseSpeed = 0.750000 ### Gear speed (Chase)
GearRelaxSpeed = 0.500000 ### Gear speed (Relax)
GearStdFar = 1500.000000 ### Standard Gear Distance of View
GearStdFovY = 1.570796 ### Standard Gear FieldOfView
GearStdFovX = 1.570796 ### Standard Gear FieldOfView
GateKeeperStdFar = 1000.000000 ### Standard GateKeeper Distance of View
GateKeeperStdFovY = 1.570796 ### Standard GateKeeper FieldOfView
GateKeeperStdFovX = 2.356194 ### Standard GateKeeper FieldOfView
GateKeeperHiddenTime = 5.000000 ### Time iniside the shell of the gatekeeper when attacked
OnFunctionaryStartsWorking = <Callback function> ### Function to be called when a functionary sits down and starts working
FunctionaryAssignWorkDistance = 600.000000 ### Distance from the chair to reposisionate the functionary
FunctionarySpecialActionTime = 1.500000 ### Functionary special action time
FunctionarySpecialActionStatesTransitionTime = 0.500000 ### Functionary special action states transition time
FunctionaryMaxtimeToStopWorking = 50.000000 ### Functionary max time to get up
FunctionaryMintimeToStopWorking = 30.000000 ### Functionary min time to get up
FunctionaryMaxTimeToSitDown = 30.000000 ### Functionary max time to sit down
FunctionaryMinTimeToSitDown = 15.000000 ### Functionary min time to sit down
RelaxSeatsFunctionaryListName = RelaxSeatsFunctionary ### Relax seats functionary list name
DesktopsFunctionaryListName = DesktopsFunctionary ### Desktops functionary list name
DoResetOutPolice = 0 ### if true, the police will be reset.
PoliceWaveEliminated = <Callback function> ### Called if no police active in game.
OnDominFriendDeath = <Callback function> ### Called when a friend dies
LeaderName = ### Leader name
OnDominEnemyDeath = <Callback function> ### Called when an enemy dies
DominFightingFreezeControlAim = 6 ### Domin fighting freeze control aim
DominFightingFreezeCadenceShoot = 2 ### Domin fighting freeze cadence shoot
DominWithinRangeDist = 20000.000000 ### Domination within range dist
DominMinRangeDist = 10000.000000 ### Domination min range dist
DominMaxRangeDist = 100000.000000 ### Domination max range dist
MaxDominDistChase = 5000.000000 ### Max distance to zone objective in Domination mode.
MinDominDistChase = 1500.000000 ### Min distance to zone objective in Domination mode.
PercFriendsAttackLeaderWhenWinning = 0.500000 ### CTFFriends percentage attacking leader when he's winning
LeaderFlag = ### Leader flag
PercEnemiesAttackPlayerWhenWinning = 0.700000 ### CTFEnemies percentage attacking player when he's winning
PlayerCTFTeamIsWinning = 0 ### Is player's team winning the CTF?
BossWalkingTime = 30.000000 ### Boss walking time
BossWorkingTime = 60.000000 ### Boss working time
BossWorkPlace = ### Boss' work place dummy name
BishopAttackOnAlarm = 0 ### 1 if the bishop attack the player entity on alarm
BishopSpecialActionTime = 5.000000 ### Bishop special action time
NotCleanableByGear = ### Gear do not try to atack this
DefActionRadius = 2500.000000 ### Default action radius for characters logic
GearRageMaxTime = 10.000000 ### Time to get te rage and attack the stupid guys!
LogicAwakeTime = 90.000000 ### Max time dazed for the logical managed characters.
BankDirectorAgressive = 0 ### The bank director becomes more agressive (indoors)
PoliceTauntRace = Police ### Taunting race (police, exept in GDB)
GuaranteedChars = ### List of not Forbidden characters in a map.
','+char1+','+char2+','
UsrDefChar = Dtritus ### Standard main character type
AlarmCallback = <Callback function> ### The alarm Callback function.
AlarmGrowDelta = 0.100000 ### The alarm status go up.
AlarmFallMission = 1.000000 ### The alarm status go down. (if outdoormap and mission)
AlarmFallDelta = -0.050000 ### The alarm status go down.
EasyAlarmFallFactor = 1.200000 ### The alarm status go down multiplier for easy mode.
PCPadDeadZone = 0.200000 ### Dead zone for analog controllers.
Pad4 = <List of defines> ### User Control definition
Pad3 = <List of defines> ### User Control definition
Pad2 = <List of defines> ### User Control definition
Pad1 = <List of defines> ### User Control definition
PCPadForeground = 1 ###
IsUsingMouse = 1 ###
MainPcPad = -1 ### -1= all
PCPadConnected = 0 ###
Mouse = <List of defines> ### User Control definition
InvertMouse = 0 ### 0 = Mouse normal... 1 = Mouse inverted.
MouseSensitivityV = 1.000000 ### Vertical Mouse Sensitivity
MouseSensitivityH = 1.000000 ### Horizontal Mouse Sensitivity
Kb = <List of defines> ### User Control definition
PauseInactivityTime = 0 ### Pause Inactivity time if need.
CheckInactivityTime = 120.000000 ### Inactivity time in seconds to launch the Function.
CheckInactivityFunc = <Callback function> ### Inactivity time function to launch.
LogRumble = 0 ### Log the input and output to the rumble interface.
OnCrazyDealTarget = <Callback function> ### Function to be called when a crazy deal target is reached
OnCrazyDealFinished = <Callback function> ### Function to be called when a taunt is to be launched
LastSaveGameName = ### Last SaveGame Name
SelectedLanguage = English ### Actual language.
BuildPackPrompt = 1 ### disgusting final message
BuildPackExclude = ### Pack build filelist exclusion pattern
BuildPackInclude = ### Pack build filelist inclusion pattern
PathInPackFile = ### Used to convert the system to the new pack system...
OnGeneralDamage = <Callback function> ### Función callback de daño de propósito general
StdMaxLife = 100 ### Standard max life for characters and soon.
VulcanHitUseNormal = 1 ### Use the Normal of Hitted point at Vulcan Hit
FXVulcanHitDistance = 80000.000000 ### Distance of Vulcan Sparks Effect
VulcanRicSoundAttEnd = 0.000000 ### Vulcan puchuing sound att end
VulcanRicSoundAttIni = 0.000000 ### Vulcan puchuing sound att ini
VulcanRic2SoundVol = 1.000000 ### Third Vulcan puchuing sound volume
VulcanRic2Sound = VulcanRic2 ### Third Vulcan puchuing sound name
VulcanRic1SoundVol = 1.000000 ### Second Vulcan puchuing sound volume
VulcanRic1Sound = VulcanRic1 ### Second Vulcan puchuing sound name
VulcanRic0SoundVol = 1.000000 ### First Vulcan puchuing sound volume
VulcanRic0Sound = VulcanRic0 ### First Vulcan puchuing sound name
VulcanDamageEasy = 1 ### Vulcan damage per slot (easy Set)
VulcanDamage = 2 ### Vulcan damage per slot
VulcanDistLimitUPG = 40000.000000 ### Distance limit shoots(UPGRADE)
VulcanDistLimit = 26666.666016 ### Distance limit shoots
VulcanTimeDelayUPG = 0.075000 ### Time between vulcan shoots (UPGRADE)
VulcanTimeDelay = 0.100000 ### Time between vulcan shoots
VulcanAmmoCost = 0.500000 ### Cost Per hit at vulcan
VulcanRange = 40000.000000 ### The maximun range that have the vulcan
VulcanHitForce = 2000000.000000 ### The force that have a single vulcan shoot
VulcanHitFile = Models/Weapons/Vulcan/Hit.M3D ### default hit model for the vulcan
VulcanBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the vulcan
VulcanIDAmmo = 0 ### The default weapon idx for the vulcan
FXTeslaRandRadius = 500.000000 ### Random Radius that have the Tesla
FXTeslaStepTime = 0.060000 ### Time step to change the follow curve for the Tesla
FXTeslaFollowTime = 0.025000 ### Time that use the Tesla to follow the curve
FXTeslaFadeOutTime = 0.100000 ### Time that use the Tesla to fade out
TeslaDistLimit = 15000.000000 ### Distance limit shoots
TeslaTrackForce = 10000.000000 ### Traking force that have a single tesla shoot with upgrade (TN/Seg)
TeslaMinAngRangeUpgPad = 17.000000 ### The minimun angle range with upgrade (no hit case at tesla) Pad Controller
TeslaMinAngRangeUpg = 10.000000 ### The minimun angle range with upgrade (no hit case at tesla)
TeslaShootFile = Models/Weapons/Tesla/Shoot.M3D ### default shoot model for the Tesla
TeslaUpRangeTime = 0.250000 ### Time to the min to the max ang range if not hit (tesla)
TeslaDownRangeTimePad = 2.000000 ### Time to the max to the min ang range if not hit (tesla) Pad Controller
TeslaDownRangeTime = 0.500000 ### Time to the max to the min ang range if not hit (tesla)
TeslaAmmoCost = 0.500000 ### Cost Per hit at tesla
TeslaMaxAngRangePad = 40.000000 ### The maximun angle range (hit case at tesla) Pad Controller
TeslaMaxAngRange = 20.000000 ### The maximun angle range (hit case at tesla)
TeslaMinAngRangePad = 10.000000 ### The minimun angle range (no hit case at tesla) Pad Controller
TeslaMinAngRange = 3.000000 ### The minimun angle range (no hit case at tesla)
TeslaRange = 15000.000000 ### The maximun range that have the tesla
TeslaHitForce = 500000.000000 ### The force that have a single tesla shoot
TeslaIDAmmo = 2 ### The default weapon idx for the tesla
SwarmHitSoundAttEnd = 0.000000 ### Swarm Hit sound attenuation end
SwarmHitSoundAttIni = 0.000000 ### Swarm Hit sound attenuation ini
SwarmHitSoundVol = 1.000000 ### Swarm Hit sound volume
SwarmHitSound = SwarmBoom ### Swarm Hit sound name
SwarmBeeSoundAttEnd = 0.000000 ### Swarm Bee sound attenuation end
SwarmBeeSoundAttIni = 0.000000 ### Swarm Bee sound attenuation ini
SwarmBeeSoundVol = 0.500000 ### Swarm Bee Death sound volume
SwarmBeeSound = SwarmBang ### Swarm Bee Death sound name
SwarmEngineSoundDoppler = 1.000000 ### Swarm Engine sound doppler
SwarmEngineSoundAttEnd = 0.000000 ### Swarm Engine sound attenuation end
SwarmEngineSoundAttIni = 0.000000 ### Swarm Engine sound attenuation ini
SwarmEngineSoundVol = 0.750000 ### Swarm Engine sound volume
SwarmEngineSound = SwarmEngine ### Swarm Engine sound name
SwarmNumber4 = 4 ### Swarm Number 4
SwarmNumber3 = 5 ### Swarm Number 3
SwarmNumber2 = 6 ### Swarm Number 2
SwarmNumber1 = 7 ### Swarm Number 1
SwarmAmmoCost4 = 22 ### Swarm Ammo Cost 4
SwarmAmmoCost3 = 18 ### Swarm Ammo Cost 3
SwarmAmmoCost2 = 13 ### Swarm Ammo Cost 2
SwarmAmmoCost1 = 7 ### Swarm Ammo Cost 1
SwarmBeeRadius = 24.000000 ### The Radius add per Bee that have the swarm
SwarmMinRadius = 250.000000 ### The Minimun Radius that have the swarm
SwarmDistLimit = 40000.000000 ### Distance limit shoots
SwarmDamage = 4 ### Damage per mis.
SwarmTimeDelay = 1.500000 ### Time in seconds between the mis. shoots
SwarmRangeUPG = 120000.000000 ### The maximun range that have the swarm
SwarmRange = 60000.000000 ### The maximun range that have the swarm
SwarmHitForce = 200.000000 ### The Hit Force Energy that have the swarm
SwarmTurnSpeedUPG = 100.000000 ### The Turn Speed that have the swarm with Upgrade
SwarmTurnSpeed = 60.000000 ### The Turn Speed that have the swarm
SwarmUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the swarm
SwarmBeesSpeed = 20000.000000 ### The Internal Bees Speed that have the swarm
SwarmFastSpeed = 40000.000000 ### The Fast Speed that have the swarm
SwarmNormSpeed = 20000.000000 ### The Formal Speed that have the swarm
SwarmBeeExplosionFile = Models/Weapons/Swarm/BeeExplosion.M3D ### Default Model for Swarm Bee Explosion
SwarmExplosionFile = Models/Weapons/Swarm/Explosion.M3D ### Default Model for Swarm Explosion
SwarmMissileFile = Models/Weapons/Swarm/Swarm.M3D ### Default Model for Swarm Missile
SwarmArmor = 2 ### The default armor for one swarm missile
SwarmDeathTime = 0.500000 ### The time for bee death that have the swarm
SwarmLifeTime = 4.500000 ### The maximun lifetime that have the swarm
SwarmIDAmmo = 1 ### The default ammo idx for the swarm
FXSonicRadius = 15000.000000 ### Radius of Sonic Mine Explosion Effect
FXSonicXpldeFile = Models/Weapons/Sonic/Xplde.M3D ### default Xplode model for the Sonic
SonicLifeTime = 0.000000 ### Sonic Life Time
SonicRechargeTime = 0.000000 ### Sonic Recharge Time
SonicArmor = 0 ### Sonic Armor
SonicAmmoNeed = 0 ### Sonic Ammo Need
SonicIDAmmo = 0 ### Sonic Ammo ID
SetUpSonicFunc = <Callback function> ### Function to be called to set up the mine properties
CreateSonicFunc = <Callback function> ### Function to be called to create the mine
FXHookSize = 40.000000 ### Size of Hook
FXHookTensor = 7.000000 ### Tensor Power of Hook (0...1)
FXHookFadeTime = 0.200000 ### Time of Hook Release Fade
FXLaserBeamHeight = 120.000000 ### The height of the laser beam
FXLaserBeamSize = 2200.000000 ### The size of the laser beam
HookAccel = 20000.000000 ### Acceleration when the hook is plugged at the world.
HookRange = 20000.000000 ### The maximun range that have the Hook
HookEMITime = 3.000000 ### Time of electromagetic interference of the Hook
LaserRicSoundVol = 1.000000 ### First Laser puchuing sound volume
LaserRicSound = VulcanRic0 ### First Laser puchuing sound name
LaserMinSpeed = 50000.000000 ### The minimun Speed of the laser shoots
LaserDistLimit = 20000.000000 ### Distance limit shoots
LaserDamage = 3 ### Damage per shoot
LaserTimeDelay = 0.200000 ### Time in seconds between the laser shoots
LaserAmmoCost = 10.000000 ### Cost Per hit at laser
LaserRange = 30000.000000 ### The maximun range that have the laser
LaserHitForce = 2000000.000000 ### The force that have a single laser shoot
LaserHookSparksFile = Models/Weapons/Laser/HookSparks.M3D ### default model for the hook sparks
LaserHookFile = Models/Weapons/Laser/Hook.M3D ### default model for the hook
LaserShootFile = Models/Weapons/Laser/Shoot.M3D ### default shoot model for the laser
LaserHitFile = Models/Weapons/Laser/Hit.M3D ### default hit model for the laser
LaserIDAmmo = 0 ### The default weapon idx for the laser
FXInfernoExplosionMaxDist = 400000.000000 ### Maximun Distance to show the Inferno Explosion Effect
FXInfernoExplosionFadeTime = 1.000000 ### Fade Off Time of the Inferno Explosion Effect
FXInfernoExplosionTime = 2.500000 ### Life Time of the Inferno Explosion Effect
FXInfernoCoreSize = 1250.000000 ### Core Size of the Inferno Explosion Effect
FXInfernoRayInitSizeMax = 250.000000 ### Maximun Initial Size of a Ray in the Inferno Explosion Effect
FXInfernoRayInitSizeMin = 20.000000 ### Minimun Initial Size of a Ray in the Inferno Explosion Effect
FXInfernoRayAccMax = 950.000000 ### Maximun Acceleration of a Ray in the Inferno Explosion Effect
FXInfernoRayAccMin = 450.000000 ### Minimun Acceleration of a Ray in the Inferno Explosion Effect
FXInfernoRaySpeedMax = 19000.000000 ### Maximun Speed of a Ray in the Inferno Explosion Effect
FXInfernoRaySpeedMin = 14000.000000 ### Minimun Speed of a Ray in the Inferno Explosion Effect
FXInfernoRayMinSize = 150.000000 ### Min Ray Size of Inferno Explosion Effect
FXInfernoRayRadius = 0.300000 ### Ray Radius of Inferno Explosion Effect
InfernoInvUpgExtraDamage = 0.900000 ### Inferno Upgrade (inversed extended damage factor)
InfernoUpgFireFactor = 4.000000 ### Inferno Upgrade Fire Factor
InfernoUpgFireTime = 20.000000 ### Inferno Upgrade Fire Time
InfernoMaxDamage = 225.000000 ### Maximun damage of Inferno
InfernoMinDamage = 5.000000 ### Minimal damage of Inferno
InfernoHitSoundAttEndRadius = 1.800000 ### Inferno Hit sound attenuation end by radius
InfernoHitSoundAttIniRadius = 0.800000 ### Inferno Hit sound attenuation ini by radius
InfernoHitSoundVol = 1.000000 ### Inferno Hit sound volume
InfernoHitSound = InfernoBoom ### Inferno Hit sound name
InfernoEngineSoundDoppler = 1.000000 ### Inferno Engine sound doppler
InfernoEngineSoundAttEnd = 45000.000000 ### Inferno Engine sound attenuation end
InfernoEngineSoundAttIni = 5000.000000 ### Inferno Engine sound attenuation ini
InfernoEngineSoundVol = 0.750000 ### Inferno Engine sound volume
InfernoEngineSound = InfernoEngine ### Inferno Engine sound name
InfernoAmmoCost = 125 ### Inferno Ammo Cost
InfernoRangeBay = 10000.000000 ### Range add per bay that have the Inferno
InfernoRangeMin = 10000.000000 ### Range without bays that have the Inferno
InfernoDistLimit = 40000.000000 ### Distance limit shoots
InfernoHitForce = 75000.000000 ### The Hit Force Energy that have the Inferno cm*TN/sec
InfernoTimeDelay = 3.000000 ### Time in seconds between the mis. shoots
InfernoTurnSpeed = 20.000000 ### The Turn Speed that have the Inferno
InfernoUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the Inferno
InfernoBeesSpeed = 2000.000000 ### The Internal Bees Speed that have the Inferno
InfernoFastSpeed = 16000.000000 ### The Fast Speed that have the Inferno
InfernoNormSpeed = 12000.000000 ### The Formal Speed that have the Inferno
InfernoExplosionFile = Models/Weapons/Inferno/Explosion.M3D ### Default Model for Inferno Explosion
InfernoMissileFile = Models/Weapons/Inferno/Inferno.M3D ### Default Model for Inferno Missile
InfernoArmor = 4 ### The default armor for one swarm missile
InfernoLifeTime = 6.500000 ### The maximun lifetime that have the Inferno
InfernoIDAmmo = 1 ### The default ammo idx for the Inferno
EMIThunderSoundAttEnd = 0.000000 ### EMI thunder sound attenuation end
EMIThunderSoundAttIni = 0.000000 ### EMI thunder sound attenuation ini
EMIThunderSoundVol = 1.000000 ### EMI thunder sound volume
EMIThunder2Sound = EMIThunder2Sound ### EMI thunder 2 sound name
EMIThunder1Sound = EMIThunder1Sound ### EMI thunder 1 sound name
FXEMIRandRadius = 850.000000 ### Random Radius that have the EMI Lighting
FXEMIStepTime = 0.040000 ### Time step to change the follow curve for the EMI Lighting
FXEMIFollowTime = 0.025000 ### Time that use the EMI Lighting to follow the curve
EMILowRadiusFactor = 0.200000 ### Radius Low Factor that have the EMI
EMIRadius = 1250.000000 ### Radius that have the EMI
EMIFile = Models/Weapons/EMI/EMI.M3D ### Default Model for Electro Magnetic Interference
EMILifeTime = 10.000000 ### EMI Life Time
EMIRechargeTime = 1.500000 ### EMI Recharge Time
EMIAmmoNeed = 5 ### The deault cost ammunition for the EMI
EMIIDAmmo = 0 ### EMI Ammo ID
SetUpEMIFunc = <Callback function> ### Function to be called to set up the EMI properties
CreateEMIFunc = <Callback function> ### Function to be called to create the EMI
FXDevastatorScale = 1.200000 ### Scale of Devastator Explosion Effect
FXDevastatorRadius = 600.000000 ### Radius of Devastator Explosion Effect
FXDevastatorDistance = 95000.000000 ### Distance of Devastator Explosion Effect
DevastatorDistLimit = 40000.000000 ### Distance limit shoots
DevastatorExtraDamage = 5.000000 ### Aditional damage about the distance
DevastatorMinDamage = 2.000000 ### The base of the minimal damage of Devastator
DevastatorRechargeTime = 0.250000 ### Time between a single vulcan shoot.
DevastatorHitForce = 12000.000000 ### The force that have a single Devastator shoot cm*TN/sec
DevastatorExplosionRadius = 500.000000 ### Explosion radius by a Single Devastator shoot
DevastatorSpreadAngle = 4.000000 ### angle of random values used by Devastator
DevastatorAmmoCost = 1.000000 ### Cost Per hit at Devastator
DevastatorRange = 40000.000000 ### The maximun range that have the Devastator
DevastatorBoomSoundAttEnd = 0.000000 ### Explosion sound attenuation end for devastator
DevastatorBoomSoundAttIni = 0.000000 ### Explosion sound attenuation ini for devastator
DevastatorBoomSoundVol = 1.000000 ### Explosion sound volume for devastator
DevastatorBoomSound = DevastatorBoom ### Explosion sound for devastator
DevastatorSparksFile = Models/Weapons/Devastator/Sparks.M3D ### default sparks model for the Devastator
DevastatorShootFile = Models/Weapons/Devastator/Shoot.M3D ### default shoot model for the Devastator
DevastatorHitFile = Models/Weapons/Devastator/Hit.M3D ### default hit model for the Devastator
DevastatorBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the Devastator
DevastatorIDAmmo = 0 ### The default weapon idx for the Devastator
CloudFile = Models/Weapons/Cloud/Cloud.M3D ### Default Model for Debris Cloud
CloudLifeTime = 0.000000 ### Cloud Life Time
CloudRechargeTime = 0.000000 ### Cloud Recharge Time
CloudIDAmmo = 0 ### Cloud Ammo ID
CloudAmmoNeed = 20 ### The default cost ammunition for the cloud
SetUpCloudFunc = <Callback function> ### Function to be called to set up the cloud properties
CreateCloudFunc = <Callback function> ### Function to be called to create the cloud
ATPCShootSize = 950.000000 ### Max Size of the ATPC Shoot
ATPCTrailTime = 0.800000 ### LifeTime of FadeOut Trail Effect for the ATPC
ATPCCapsuleExtendedSoundAttEnd = 0.000000 ### ATPC capsule Extended sound att end
ATPCCapsuleExtendedSoundAttIni = 0.000000 ### ATPC capsule Extended sound att ini
ATPCCapsuleExtendedSoundVol = 1.000000 ### ATPC capsule extended sound volume
ATPCCapsuleExtendedSound = ATPCCapsuleExtended ### ATPC capsule extended sound name
ATPCCapsuleSoundAttEnd = 0.000000 ### ATPC capsule sound att end
ATPCCapsuleSoundAttIni = 0.000000 ### ATPC capsule sound att ini
ATPCCapsuleSoundVol = 1.000000 ### ATPC capsule sound volume
ATPCCapsuleSound = ATPCCapsule ### ATPC capsule sound name
ATPCHitSoundAttEnd = 0.000000 ### First ATPC puchuing att end
ATPCHitSoundAttIni = 0.000000 ### First ATPC puchuing att ini
ATPCHitSoundVol = 1.000000 ### First ATPC puchuing sound volume
ATPCHitSound = ATPCImpact ### First ATPC puchuing sound name
ATPCExtraDamage = 10 ### The xplosion damage for ATPC
ATPCMainDamage = 20 ### The hit damage for ATPC
ATPCCapsuleSoundRadius = 6000.000000 ### Radius for the Sound Capsule for ATPC
ATPCExplosionRadius = 1000.000000 ### Radius for the capsule hit for ATPC
ATPCConvDist = 2000.500000 ### Convergence distance (and Start event)
ATPCUpgradeDelay = 1.750000 ### Recharge time ATPC (with upgrade)
ATPCDelay = 2.500000 ### Recharge time ATPC
ATPCAmmoCost = 10.000000 ### Cost Per hit at ATPC
ATPCRange = 100000.000000 ### The maximun range that have the ATPC
ATPCHitForce = 10000.000000 ### The force that have a single ATPC shoot
ATPCShootFile = Models/Weapons/ATPC/Shoot.M3D ### default shoot model for the ATPC
ATPCIDAmmo = 0 ### The default weapon idx for the ATPC
InfernoIDWeap = 7 ### The default weapon idx for the Inferno
SwarmIDWeap = 6 ### The default weapon idx for the Swarm
TeslaIDWeap = 5 ### The default weapon idx for the tesla
ATPCIDWeap = 4 ### The default weapon idx for the ATPC
DevastatorIDWeap = 3 ### The default weapon idx for the Devastator
VulcanIDWeap = 2 ### The default weapon idx for the vulcan
LaserIDWeap = 1 ### The default weapon idx for the laser
HookPlugFunc = <Callback function> ### HookPlugFunc(VehicleName,state) when the hook changes de state
RestoreUpgradeFunc = <Callback function> ### Function to be called when an upgrade is restored
UseTrafficCollisionSkip = 1 ### 1 if uses 0 if not
STrafficCapsule = 1500.000000 ### Small/Minimal Radius of the Traffic Segment
NTrafficCapsule = 2500.000000 ### Normal Radius of the Traffic Segment
MNTrafficCapsule = 2500.000000 ### Mixed Medium/Normal Radius of the Traffic Segment
HNTrafficCapsule = 3500.000000 ### Mixed Heavy/Normal Radius of the Traffic Segment
MTrafficCapsule = 4000.000000 ### Medium Radius of the Traffic Segment
HTrafficCapsule = 6000.000000 ### Heavy Radius of the Traffic Segment
TrafficSpeed = 5600.000000 ### Terminal speed for the traffic
FXDumbMotorFile = Models/GFX/DumbMotor.M3D ### Default Model for Dumb Motor Effect
FXMotorCalimaOffset = -95.000000 ### FX Motor Calima Offset
FXMotorCalimaFile = Models/GFX/MotorCalima.M3D ### Default Model for Motor Calima Effect
FXMotorCalima = 1 ### Motor Calima DUDV Deformation Effect
FXMotorSmokeFile = Models/GFX/MotorSmoke.M3D ### Default Model for Motor Smoke Effect
FXVehicleDeathTrailFile = Models/GFX/VehicleDeathTrail.M3D ### Default Model for Remaining Vehicle Trails after Death
FXEngineGlowSizeAtt = 0.050000 ### FX Engine Glow Size Attenuation Factor
FXEngineGlowSizeMax = 1200.000000 ### FX Engine Glow Size Maximun
FXEngineGlowSize = 450.000000 ### FX Engine Glow Size at Distance
FXEngineGlowDistFadeTo = 7000.000000 ### FX Engine Distance to Glow Fade To
FXEngineGlowDistFadeMid = 6000.000000 ### FX Engine Distance to Glow Fade Middle
FXEngineGlowDistFadeFrom = 5000.000000 ### FX Engine Distance to Glow Fade From
FXEngineGlowDistFadeMult = 1.000000 ### FX Engine Distance to Glow Fade Mult
FXEngineTrailOffset = 850.000000 ### Offset Z of Engine trail
FXEngineTrailDistSpeedFactor = 0.028000 ### Speed Factor for add to Engine Trail Dist
FXEngineTrailDist = 400.000000 ### Distance of Engine trail segments at Max Trust
FXEngineTrailHideTime = 5.000000 ### Time to Hide the trail of a Hidden Engine
FXEngineTrailSize = 80.000000 ### Size of Engine trail
FXEngineBirthRate = 20 ### BirthRate at Trust 0, (always 100 at Max Trust)
EnginePathFmt = Models/Vehicles/Engines/%s/%s.m3d ### The full path of the Vehicle Engines.
PilotViewDist = 22000.000000 ### Maximun Distance for show the Ship Pilot
MotorTrustRotationY = 0.250000 ### Rotation Y Speed produced by the motor trust
MotorTrustRotationX = 0.250000 ### Rotation X Speed produced by the motor trust
FxBoostTimeDuration = 2.000000 ### Time of the boost FX
FxAccVariation = 6.000000 ### Speed of variation of Acceleration FX
FxVelVariation = 6.000000 ### Speed of variation of Velocity FX
FxAngVariation = 4.000000 ### Speed of variation of Angle FX
FxSpeedVariation = 4.000000 ### Speed of variation of Speed FX
VehicleCrashMinTime = 1.000000 ### Safe Last crash time detector.
VehicleCrashAccHev = 672000.000000 ### Beyond this value, is a Heavy crash cm/seg^2
VehicleCrashAccHi = 504000.000000 ### Beyond this value, is a serious crash cm/seg^2
VehicleCrashAccMed = 336000.000000 ### Beyond this value, is a medium crash cm/seg^2
VehicleCrashAccLo = 168000.000000 ### Maximun SpeedChange to detect crash in cm/seg^2
PlayerTeamID = 0 ### 0:red, 2:green, 4:Killer
PlayerName = [BJZ] Earthnuker ### user's nickname
PlayerMaxLife = 55 ### The max life for the normal ship configuration...
PlayerModel = SPoli1 ### Model resource
PilotModel = P_Police ### Player resource
Motor0Model = MPOLI1 ### The first motor kind
Motor1Model = ### The Second motor kind
Motor2Model = ### The Third motor kind
Motor3Model = ### The Fourth motor kind
WeaponBayList = 0,0,0,1,0,0,1 ### List of mounted weapons(codified) A bits,B bits....
iHangarShip = 8 ### The selected hangar ship
HangarShip9 = SPoli1<-MPOLI1<-<-<-<-0,0,0,1,0,0,1<-55<-0,0,0,0,0,0 ### 9th Hangar ship values
HangarShip8 = SPoliBoss1<-MPOLIBOSS1<-MPOLIBOSS1<-<-<-0,15,0,7,7,6,1<-150<-0,0,0,0,0,0 ### 8th Hangar ship values
HangarShip7 = SMerc1<-MMERC1<-<-<-<-1,3,1,0,0,3,1<-160<-0,0,0,0,0,0 ### 7th Hangar ship values
HangarShip6 = SBanker1<-MBANKER1<-<-<-<-3,1,1,3,0,0,1<-80<-0,0,0,0,0,0 ### 6th Hangar ship values
HangarShip5 = SMayor1<-MMAYOR1<-<-<-<-0,0,3,3,3,1,1<-80<-0,0,0,0,0,0 ### 5th Hangar ship values
HangarShip4 = SBetty1<-MBETTY1<-<-<-<-1,1,3,0,3,0,1<-80<-0,0,0,0,0,0 ### 4th Hangar ship values
HangarShip3 = SMerc3<-MMERC3<-MMERC3<-<-<-0,15,7,0,7,0,1<-150<-0,0,0,0,0,0 ### 3rd Hangar ship values
HangarShip2 = SBankMaster1<-MBANKMASTER1<-MBANKMASTER1<-<-<-15,15,3,15,0,6,1<-150<-0,0,0,0,0,0 ### 2nd Hangar ship values
HangarShip1 = SBoss1<-MBOSS1<-MBOSS1<-<-<-6,6,6,6,15,6,1<-235<-0,0,0,0,0,0 ### 1st Hangar ship values
FreeSpaceMagnetCenterZ = 0.000000 ### Center of the sphere freespacemagnet
FreeSpaceMagnetCenterY = 0.000000 ### Center of the sphere freespacemagnet
FreeSpaceMagnetCenterX = 0.000000 ### Center of the sphere freespacemagnet
FreeSpaceMagnetAccel = 56000.000000 ### Big radius for the freespacemagnet
FreeSpaceMagnetHiRadius = 95000.000000 ### Big radius for the freespacemagnet
FreeSpaceMagnetLoRadius = 90000.000000 ### Small radius for the freespacemagnet
FreeSpaceMagnet = 0 ### 1 to activate the freespace sphere
VeCharsPathFmt = Models/Vehicles/Characters/%s/%s.m3d ### The full path of the Vehicle Characters.
ShipPathFmt = Models/Vehicles/Ships/%s/%s.m3d ### The full path of the Ships
VehicleEditingMode = 0 ### 1 to set the vehicle entities in editing mode.
FXVehicleFloatingFactor = 1.000000 ### Factor of floating Movement of the ship.
NPCSndMotorVolFactor = 3.000000 ### Indicates the extra factor for NPC ship motor engines
HiRacerFov = 105.000000 ### Camera Field of view in racing conditions. (terminal velocity)
LoRacerFov = 80.000000 ### Camera Field of view in racing conditions. (stoped)
MotorDownFactor = 0.250000 ### When the ship engines are hacked, factor used to replace de real engine values
AmorPieceWeight = 10.000000 ### Weight that minds 1 armor value
FXDevastatorFireTime = 0.220000 ### Devastator Fire Time
FXDevastatorFireScale = 1.500000 ### Devastator Fire Scale
FXVulcanFireTime = 0.100000 ### Vulcan Fire Time
FXVulcanFireScale = 1.300000 ### Vulcan Fire Scale
WindFXSmokeSizeDiv = 850.000000 ### Wind FX Smoke Size Divisor
WindFXSmokeMaxDist = 3000.000000 ### Wind FX Smoke Maximun Distance
WindFXSmokeMinVel = 7000.000000 ### Wind FX Smoke Minimun Vehicle Speed
WindFXSmokeTimeStep = 0.025000 ### Wind FX Smoke Minimun Time Step
WindFxSmoke = 1 ### Wind FX Smoke
WindFxSmokeFile = Models/GFX/WindFX.M3D ### Default Model for WindFX Smoke Effect
FXVehicleFireFile = Models/GFX/VehicleFire.M3D ### Default Model for Vehicle Fire Effect
FXVehicleSputnikFile = Models/GFX/Sputnik/VehicleSputnik.M3D ### Default Model for Vehicle Sputnik Effects
FXVehicleEMIFile = Models/GFX/VehicleEMI.M3D ### Default Model for Vehicle EMI Effect
FXVehicleDamageFile = Models/GFX/VehicleDamage.M3D ### Default Model for Vehicle Damage Effect
FXSetOnFireLifePercent = 25 ### Percent of Life to Set On Fire
FXVehicleSpeedTrailFollowFactor = 0.650000 ### Vehicle Speed Trails follow factor (0...1)
FXVehicleSpeedTrailFadeOutH = 10000.000000 ### Fade Off Speed Trails by Horizontal Speed
FXVehicleSpeedTrailSize = 12.000000 ### Size of Vehicle Speed Trails segments
FXVehicleSpeedTrailDist = 200.000000 ### Distance of Vehicle Speed Trails segments at Max Speed
VehicleBlockSwitchAdvance = 0 ### 1 minds that blockstrafe switchs forward and backwards to strafe up and strafe down
VehicleAttackModeMaxDist = 20000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto forwards)
VehicleAttackModeMinDist = 15000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto backwards)
VehicleCenterPadBounce = 0.750000 ### Vehicle control for pad controllers.
VehicleCenterPadLock = 0.000000 ### Vehicle control for pad controllers.
XtrTimeWSwitchNo = 1.000000 ### Additonal time to switch the weapon if no ammo when press fire event.
TimeWSwitchNo = 2.000000 ### time to auto switch the weapon if the fire button is pressed when no ammo.
AttackerMarkTime = 1.000000 ### Before this time the attacker will be included in second place at the list
TgtRegenerationTime = 1.000000 ### After this time, the cycling list will be regenerated
ItemMissRespawnTime = 20.000000 ### Time to respawn the Item -> Missile Ammo
ItemMissAdds = 200 ### Default Increment to the Item -> Missile Ammo
ItemEnerRespawnTime = 20.000000 ### Time to respawn the Item -> Energy Ammo
ItemEnerAdds = 375 ### Default Increment to the Item -> Energy Ammo
ItemPartRespawnTime = 20.000000 ### Time to respawn the Item -> Particle Ammo
ItemPartAdds = 250 ### Default Increment to the Item -> Particle Ammo
OnLifeItemTaken = <Callback function> ### Function to be called when an item is taken
ItemLifeRespawnTime = 20.000000 ### Time to respawn the Item -> Life
ItemLifeAdds = 50 ### Default Increment to the Item -> Life
ErrorFix = 1.000000 ###
ErrorMax = 10000.000000 ###
ErrorMin = 50.000000 ###
ActiveExtrapolation = 0 ### 1 Uses Extrapolation if possible, 0 Uses Interpolation allways
MssnRadarBlinkTime = 5.000000 ### Time blinking if the new mission is assigned.
WeapHitClientResetTime = 1.000000 ### Tolerance to reset the values of the queue of hits to the client
FXArrowIndicatorFlash_SizeMax = 6.000000 ### Arrow Indicator Flash FX Max Size (Mult)
FXArrowIndicatorFlash_SizeMin = 2.500000 ### Arrow Indicator Flash FX Min Size (Mult)
FXArrowIndicatorFlash_DistGrow = 6500.000000 ### Arrow Indicator Flash FX Distance for Grow
ArrowActiveHorizontal = 100.000000 ### The Horizontal distance betweem the both spheres
ArrowDeactivationRadius = 400.000000 ### Indicates the radius between entities to start actions
ArrowActiveRadius = 200.000000 ### Indicates the radius between entities to start actions
ArrowViewRadius = 500.000000 ### Indicates the radius between entities to view the indicator
ArrowTargetFile = Models/Misc/SMission/SMission ### This file is the floating arrow.
ArrowMissionFile = Models/Misc/MMission/MMission ### This file is the floating arrow.
ArrowUseFile = Models/Misc/Action/Action ### This file is the floating use arrow.
NetItemDistAct = 8000.000000 ### Distance in cm to actualize the item data.
FXItemFadeMaxDist = 60000.000000 ### Maximun Distance to show the Item Fade Effect
FXVehicleProbeLight_SizeMax = 8.000000 ### Vehicle Police Siren FX Max Size (Mult)
FXVehicleProbeLight_SizeMin = 2.000000 ### Vehicle Police Siren FX Min Size (Mult)
FXVehicleProbeLight_DistGrow = 4000.000000 ### Vehicle Police Siren FX Distance for Grow
FXVehicleSiren_SizeMax = 30.000000 ### Vehicle Police Siren FX Max Size (Mult)
FXVehicleSiren_SizeMin = 3.000000 ### Vehicle Police Siren FX Min Size (Mult)
FXVehicleSiren_DistGrow = 1500.000000 ### Vehicle Police Siren FX Distance for Grow
FXTrafficEmbeddedFile = Models/GFX/TrafficEmbeddedFX.M3D ### Default Model for Traffic Embedded Effects
FXVehicleEmbeddedFile = Models/GFX/VehicleEmbeddedFX.M3D ### Default Model for Vehicle Embedded Effects
FXBossShieldAspect = 0.500000 ###
FXBossShieldScale = 1.500000 ###
FXBossShieldRadius = 600.000000 ###
DataPackInterTime = 0.600000 ### DataPack Interpolate Status Time
DataPackLaserLong = 225.000000 ### DataPack Long of the Laser
DataPackLaserSize = 8.000000 ### DataPack Size of the Laser
MessengerLightingDist = 2000.000000 ### Max Distance to show Messenger Lighting Effects
FXRustyChispasSoundVol = 1.000000 ### Rusty efecto de chispas sound volume
FXRustyChispasSound = FXRustyChispasSound ### Rusty efecto de chispas sound name
SentinelLaserScanerDist = 4500.000000 ### Max Distance to show Sentinel Laser Scaner
SndLoopCharNPCMul = 2.500000 ### Multiplicador de volumen para los loops de los npcs
FallSoundVel = 600.000000 ### Beyond this fallspeed, the fallsound will run...
TimeToAbortSelectChar = 30.000000 ### Time to call AbortSelectFunc in chars if inactive.
CharProcessReduction = 2000.000000 ### Beyon this distance, the processing speed will be reduced if no visible.
EnergyBarActive = 1 ### if 0, the energy bar action is disable.
CharUsrPushSpeed = 100.000000 ### Speed in cm/seg used to push characters....
AbortSelectDistance = 1500.000000 ### At this distance (from the center), the selection must be reseted.
EnergyRechargeTime = 15.000000 ### Time to recharge the full energy...
CharGrav = 1960.000000 ### Characters Gravity.
AlwaysRun = 1 ### 1 allways run, 0 allways walk.
WalkCameraCenter = 0.000000 ### 0 is none else is the time to back to the standard view.
PadTurnSpeed = 1.000000 ### Aditional rotation for pad controllers.
FXSebastianFlashFile = Models/GFX/Sebastian/Flash.M3D ### Default Model for Sebastian Flash Effect
RustyHitPosZ = -135.000000 ### Rusty Hit Displacement from center
RustyHitPosY = -65.000000 ### Rusty Hit Displacement from center
RustyHitPosX = -50.000000 ### Rusty Hit Displacement from center
FXRustyHitFile = Models/GFX/Rusty/Hit.M3D ### Default Model for Rusty Hit Effect
PoliceBossBrupBounceSoundVol = 0.000000 ### Police Boss Brup debris bounce sound volume
PoliceBossBrupBounce2Sound = PoliceBossBrupBounce2Sound ### Police Boss Brup debris bounce sound2 name
PoliceBossBrupBounce1Sound = PoliceBossBrupBounce1Sound ### Police Boss Brup debris bounce sound1 name
PoliceBossBrupDebrisMax = 8 ### Police Boss Brup Max debris number
PoliceBossBrupDebrisMin = 4 ### Police Boss Brup Min debris number
PoliceBossBrupDirRand = 0.150000 ### Police Boss Brup Random Direction factor
PoliceBossBrupPosZ = -100.000000 ### Police Boss Brup Displacement from center
PoliceBossBrupPosY = 5.000000 ### Police Boss Brup Displacement from center
PoliceBossBrupPosX = 5.000000 ### Police Boss Brup Displacement from center
PoliceBossBrupBaseFile = Models/Misc/NutsAndScrew/NutsAndScrew ### Default Model for Police Boss Brup Effect
PoliceBossActionRadius = 1000.000000 ### Radius of PoliceBoss fun FX to the polices.
FXPoliceGearConversionFile = Models/GFX/Police/Conversion.M3D ### Default Model for Police Gear Conversion Effect
FXPoliceStealFile = Models/GFX/Police/PoliceSteal.M3D ### Default Model for Police Steal Effect
PoliceAlarmStepSTM = 0.100000 ### Police Alarm Step in any Show Me The Money Action.
PoliceStealQuanto = 10 ### Money stealed by the banker to the main player
NurseAlarmHit = 0.250000 ### How values must increment when nurse hits
NurseDispRad = 75.000000 ### Nurse hit detector Radius
NurseDispDist = 120.000000 ### Nurse hit detector displacement distance
FXHammerHitFile = Models/GFX/Nurse/HammerHit.M3D ### Default Model for Nurse Hammer Hit Effect
OnSleep = <Callback function> ### Function to be called when the the player, as a nurse, sleeps someone
MessengerTakeDataPackSoundVol = 1.000000 ### Messenger Take DataPack sound volume
MessengerTakeDataPackSound = MessengerTakeDataPack ### Messenger Take DataPack sound name
MessengerShootSoundVol = 1.000000 ### Messenger shoot impact sound volume
MessengerShootSound = MessengerShoot ### Messenger shoot impact sound name
MessengerAttackPosZ = -40.000000 ### Messenger Attack Displacement from center
MessengerAttackPosY = -25.000000 ### Messenger Attack Displacement from center
MessengerAttackPosX = 0.000000 ### Messenger Attack Displacement from center
FXMessengerTakeDataPackFile = Models/GFX/Messenger/TakeDataPack.M3D ### Default Model for Messenger Take DataPack Effects
FXMessengerAttackFile = Models/GFX/Messenger/Attack.M3D ### Default Model for Messenger Attack Effects
MessengerAmmoCost = 0.050000 ### Messenger AmmoCost Per shoot
FXMercenaryDrinkFile = Models/GFX/Mercenary/Drink.M3D ### Default Model for Mercenary Drink Effects
FXMercenaryDrinkSmokeFile = Models/GFX/Mercenary/DrinkSmoke.M3D ### Default Model for Mercenary Drink Smoke Effects
MercenaryDrinkPosZ = 28.000000 ### Mercenary Drink Displacement Z from center
MercenaryDrinkPosY = 2.000000 ### Mercenary Drink Displacement Y from center
MercenaryDrinkPosX = 14.000000 ### Mercenary Drink Displacement X from center
MayorSleepPercent = 20.000000 ### Sleep when listen probability
MayorListenPercent = 50.000000 ### Listen percent probability
MayorBlabliblaRadius = 1000.000000 ### Radius of Mayor´s Bla-Blas.
FXMaintenanceWorkFile = Models/GFX/Maintenance/Work.M3D ### Default Model for Maintenance Robot Work Effects
MaintenanceWorkSoundAttEnd = 0.000000 ### Maintenance Work sound attend
MaintenanceWorkSoundAttIni = 0.000000 ### Maintenance Work sound attini
MaintenanceWorkSoundVol = 0.800000 ### Maintenance Work sound volume
MaintenanceWorkSound = MaintenanceWorkSound ### Maintenance Work sound name
OnFlash = <Callback function> ### Function to be called when the the player, flash someone
GearLowWeaponEnergy = 0.130000 ### Gear low weapon energy value (between 0 and 1)
GearMissileSpeed = 2500.000000 ### Gear missile speed
FXGearMissileFile = Models/GFX/Gear/Missile.M3D ### Default Model for Gear Missile Effect
GearXplodeRadius = 250.000000 ### Radius of Gear's electric ball explosion.
GearShootPosZ = -180.000000 ### Gear shoot Displacement from center
GearShootPosY = -45.000000 ### Gear shoot Displacement from center
GearShootPosX = -50.000000 ### Gear shoot Displacement from center
GearMissileThunderSoundVol = 1.000000 ### Gear missile thunder sound volume
GearMissileThunder2Sound = GearMissileThunder2 ### Gear missile thunder 2 sound name
GearMissileThunder1Sound = GearMissileThunder1 ### Gear missile thunder 1 sound name
GearMissileSoundVol = 1.000000 ### Gear missile loop volume
GearMissileSound = GearMissile ### Gear missile loop name
GearHitSoundVol = 1.000000 ### Gear hit impact sound volume
GearHitSound = GearHit ### Gear hit impact sound name
GearShootSoundVol = 1.000000 ### Gear Shoot impact sound volume
GearShootSound = GearBoom ### Gear Shoot impact sound name
GearLoadWeaponSoundVol = 1.000000 ### Gear Load Weapon sound volume
GearLoadWeaponSound = GearLoadWeapon ### Gear Load Weapon sound name
GearShootHitAlarm = 0.150000 ### The amount that will grow up if a shoot hits...
GearShootFailAlarm = 0.100000 ### The amount that will grow up if a shoot fails...
GearShootDistance = 20000.000000 ### Range in the Armored Gear weapon
GearShootDamage = 13 ### Damage by the Armored Gear weapon
FunctionaryEffectFastSoundVol = 1.000000 ### Functionary Fast Effect sound volume
FunctionaryEffectFastSound = FunctionaryEffectFastSound ### Functionary Fast Effect sound name
FunctionarySpecialActionLow = 0.150000 ### Functionary special action low value (between 0 and 1)
DTritusHitTimeFader = 0.200000 ### DTritus Effect Time
DTritusHitTimeSpeed = 0.050000 ### DTritus Effect Time
FXDTritusKillFile = Models/GFX/DTritus/Kill.M3D ### Default Model for DTritus Kill Effect
FXDTritusAttackFile = Models/GFX/DTritus/Attack.M3D ### Default Model for DTritus Attack Effect
FXDesktopFallEndDist = 10000.000000 ### Max Distance to show Desktop Fall End Effect
FXDesktopFallEndFile = Models/GFX/Desktop/FallEnd.M3D ### Default Model for Desktop Fall End Effect
DesktopJumpSlideTime = 0.500000 ### Sliding time to jump again.
DesktopJumpPrice = 5 ### if desktop jump over any character, the price of money is...
DesktopJumpSpeed = 1000.000000 ### Jump speed in cm/sec
BishopHitSoundVol = 1.000000 ### Bishop hit impact sound volume
BishopHitSound = BishopHit ### Bishop hit impact sound name
BishopShootSoundVol = 1.000000 ### Bishop shoot impact sound volume
BishopShootSound = BishopShoot ### Bishop shoot impact sound name
BishopAttackRandOff = 50.000000 ### Bishop Attack Random Offset from center
BishopAttackPosZ = -135.000000 ### Bishop Attack Displacement from center
BishopAttackPosY = 25.000000 ### Bishop Attack Displacement from center
BishopAttackPosX = -15.000000 ### Bishop Attack Displacement from center
FXBishopAttackFile = Models/GFX/Bishop/Attack.M3D ### Default Model for Bishop Attack Effects
FXBishopSellLifeFile = Models/GFX/Bishop/SellLife.M3D ### Default Model for Bishop Sell Life Effects
BishopAngleVariation = 60.000000 ### Angle of Randominzation of the shoot impulse
BishopAmmoCost = 0.025000 ### Bishop AmmoCost Per shoot
BishopWeaponDamage = 8 ### Bishop damage per hit that make the bishop
BishopLivePrice = 1000 ### Bishop live price
MaxPlayerLives = 50 ### Max player lives
BettyHSpeed = 1.100000 ### Betty Speed Rotation (Horizontal)
BettyVSpeed = 1.100000 ### Betty Speed Rotation (Vertical)
BettyHitPosZ = -65.000000 ### Betty Hit Displacement from center
BettyHitPosY = -120.000000 ### Betty Hit Displacement from center
BettyHitPosX = 20.000000 ### Betty Hit Displacement from center
FXBettyKillFile = Models/GFX/Betty/Kill.M3D ### Default Model for Betty Kill Effect
FXBettyAttackFile = Models/GFX/Betty/Attack.M3D ### Default Model for Betty Attack Effect
BettyHitTopLimit = 300.000000 ### Betty Hit Top Limit (Y)
BettyHitRadius = 1000.000000 ### Betty Hit Radius
BettyHitTimeFader = 0.250000 ### Betty Effect Time
BettyHitTimeSpeed = 0.350000 ### Betty Effect Time
BertoFlashSoundVol = 1.000000 ### Berto Flash sound volume
BertoFlashSound = BertoFlash ### Berto Flash sound name
FXBertoFlashFile = Models/GFX/Berto/Flash.M3D ### Default Model for Berto Flash Effect
FXBertoAttackFile = Models/GFX/Berto/Attack.M3D ### Default Model for Berto Attack Effect
BertoFlashDist = 400.000000 ### Berto Flash Max Distance
BertoAmmoCost = 0.030000 ### Berto AmmoCost Per shoot
BankMasterBatonPosZ = -85.000000 ### BankMaster Baton Displacement from center
BankMasterBatonPosY = 35.000000 ### BankMaster Baton Displacement from center
BankMasterBatonPosX = 0.000000 ### BankMaster Baton Displacement from center
FXBankMasterSuctionFile = Models/GFX/BankMaster/Suction.M3D ### Default Model for BankMaster Suction Effect
FXBankMasterAttackFile = Models/GFX/BankMaster/Attack.M3D ### Default Model for BankMaster Attack Effect
BankMasterVacumDist = 1000.000000 ### BankMaster Flash Max Distance
BankMasterAmmoCost = 0.050000 ### BankMaster AmmoCost Per shoot
FXBankerStealFile = Models/GFX/BankDirector/BankerSteal.M3D ### Default Model for Banker Steal Effect
BankerStealSoundVol = 1.000000 ### Banker Steal sound volume
BankerSteal3Sound = BankerSteal ### Banker Steal sound name
BankerSteal2Sound = BankerSteal ### Banker Steal sound name
BankerSteal1Sound = BankerSteal ### Banker Steal sound name
BankerStealPosZ = -60.000000 ### Banker Steal Displacement from center
BankerStealPosY = 10.000000 ### Banker Steal Displacement from center
BankerStealPosX = -50.000000 ### Banker Steal Displacement from center
BankerStealQuanto = 30 ### Money stealed by the banker to the main player
FullCameraTest = 0 ### Activates/deactivates de camera test.
OutWalkCamFar = 400000.000000 ### default clip far distance for characters (outdoor)
OutWalkCamNear = 20.000000 ### default clip near distance for characters (outdoor)
WalkCamFar = 100000.000000 ### default clip far distance for characters (indoor)
WalkCamNear = 10.000000 ### default clip near distance for characters (indoor)
VehicleCamFar = 500000.000000 ### default clip far distance for vehicles
VehicleCamNear = 50.000000 ### default clip near distance for vehicles
FreeCameraCollide = 1 ### If the camera can collide with the world.
VehicleCamDist2 = 1000.000000 ### Default camera distance for vehicles in cm
VehicleCamDist = 1000.000000 ### Default camera distance for vehicles in cm
AlwaysFlushLog = 1 ### Always flush log file (0/1)
LogFile = log.html ### Log File to write the console debug log. ONLY works as argument in command line.
debug = 10 ### 0 = Nothing, 1 = Something, 2 = Everything, 3 = Everything and much more
ShowTestCanGoAI = 0 ### Show points to test can go to point.
ShowInfoRegAI = -1 ### Show info region when creation graph.
AltPerpFloorAI = 20000.000000 ### Alt. máx. to get point perp.
BatchBuildGraph2DAI = 0 ### To Build Graph 2D.
ShowNodes2DAI = 0 ### 0 = No Show, 1 = Show Regions, 2 = Show Portals, 3 = Show Link's Portals, 4 = Show Portals + Links.
AltMinTestWalkAI = 25.000000 ### Alt. min. to test walk.
ViewerIniAI = 0 ### To initialize AI in Viewer.
BatchBuildGraph3DAI = 0 ### To Build Graph 3D.
ShowNodesAI = 0 ### Show info graph.
RADIUS_OBJECTIVE_IN_ROUTE = 4000.000000 ### Radius Points Route.
DistGetPVisTrafficAI = 200000.000000 ### Distance máx. to repos traffic.
MaxNumTrackNormalDensityAI = 15 ### Max. number of ships in track with normal density.
MaxNumTrackLowDensityAI = 7 ### Max. number of ships in track with low density.
MinDistNodeTrafficAI = 15000.000000 ### Min. distance between nodes of traffic.
ShowNumTrafficAI = 0 ### Show info traffic num.
ShowTrafficAI = 0 ### Show info traffic.
ShowAStarAI = 0 ### Show info AStar.
TimeChangeWeapCMAI = 1.000000 ### Time to change weapon CM.
TimeChangeWeapAI = 10.000000 ### Time to change weapon.
TimeShootCMAI = 0.500000 ### Time Continue Shooting CM.
TimeShootAI = 1.000000 ### Time Continue Shooting.
ShortDistShootAI = 20000.000000 ### Short Distance for weapons short distance.
MinDistCMAI = 30000.000000 ### Distance min. use contrameasure.
OffsetAngShootAI = 0.196350 ### Offset angle to shoot.
ShowVehWeapAI = ### Show Features Weapon vehicle.
ShowStopShipAI = 0 ### Info of agents stopped.
MinTimeReposAI = 0.050000 ### Min. time to repos vehicle.
DecVelBrakeAI = 0.100000 ### Dec. of velocity to brake.
MinAngleSearchPointAI = 0.010000 ### Angle to search point route.
DepthSearchPosGoAI = 1 ### Depth to search inside segment fo path.
LimVelTurnObjectiveAI = 1.000000 ### Limit velocity to turn.
TimeReactTurnAI = 2.000000 ### Time reaction turn AI (in sec.).
DistBrakeObjAI = 10000.000000 ### Distance brake to objective.
VelTurnAI = 1400.000000 ### Velocity Min. to turn curves (cm/s).
DistBoostAI = 30000.000000 ### Distance Min. to reactivate the Boost.
TimeMaxReachBoostAI = 4.000000 ### Time Max. to reach the objective to activate boost.
MaxRotAI = 20.000000 ### Factor to control rotation.
MinRotAI = 2.000000 ### Factor to control rotation.
ShowVehAI = ### Show Features vehicle.
OnObjectiveNullAI = <Callback function> ### Execute function in Python if objective is null
OnItemTakenAI = <Callback function> ### Execute function in Python to take item
VelTrafficLightRotAI = 5556.000000 ### Vel. traffic light to rotate.
VelReposStopAI = 7000.000000 ### Vel. to repos agent back to camera.
VelReposBackAI = 3000.000000 ### Vel. to repos agent back to camera.
RADIUS_OBJECTIVE_TRAFFIC_INDOOR = 4000.000000 ### Radius Points Traffic InDoor.
RADIUS_OBJECTIVE_TRAFFIC = 4000.000000 ### Radius Points Traffic.
DimWindowReposYAI = 20000.000000 ### Dimension Y window to reposition agent.
DimWindowReposXAI = 20000.000000 ### Dimension X window to reposition agent.
MaxDistAroundReposAI = 20000.000000 ### Distance max. to reposition the agent around point of reposition.
MaxAngleReposAI = 0.392699 ### Angle max. to reposition the agent.
MaxMarginObjTrafficAI = 1000.000000 ### .
MinDistBetweenTrafficAI = 5000.000000 ### Distance Min. between two ships of traffic.
MaxDistChaseAI = 15000.000000 ### Distance Max. to objective Chase AI.
MinDistChaseAI = 5000.000000 ### Distance Min. to objective Chase AI.
MaxDistChaseElevatorAI = 20000.000000 ### Distance Max. to objective Chase AI inside hangar.
MinDistChaseElevatorAI = 10000.000000 ### Distance Min. to objective Chase AI inside hangar.
MaxDistElevatorAI = 10000.000000 ### Distance Max. to detect elevator near.
TimeDamageAI = 3.000000 ### Time in sec. control damage.
DistGetAwayBoostAI = 5000.000000 ### Distance min. get away with boost.
DistNotGetAwayAI = 45000.000000 ### Distance not get away from enemy.
DistMinItemAI = 5000.000000 ### Distance Min. for AI's purposes.
ShootAI = 0 ### 0 = AI cannot shoot, 1 = AI can shoot.
MinDistReposAI = 75000.000000 ### Distance min. to reposition the agent.
MaxDistReposAI = 100000.000000 ### Distance max. to reposition the agent.
MinDistReposStopAI = 125000.000000 ### Distance min. to reposition the agent when camera stopped.
MaxDistReposStopAI = 150000.000000 ### Distance max. to reposition the agent when camera stopped.
MinDistReposNotVisAI = 37500.000000 ### Distance min. to reposition the agent not visible.
MaxDistReposNotVisAI = 75000.000000 ### Distance max. to reposition the agent not visible.
DepthPathRouteOutDoorAI = 6 ### Depth Path in Route.
OffsetMoveNurseAI = 25.000000 ### Offset to move Nurse.
DistActionNurseAI = 1600.000000 ### Distance to action the Nurse.
ShowPathAI = 0 ### 0 = No Show, 1 = Show
DistMaxShootMessengerAI = 4000.000000 ### Dist. Max. shooting Messenger.
TimeShootMessengerAI = 1.000000 ### Time shooting Messenger.
OffsetAngShootMessengerAI = 1.570796 ### Offset angle to shoot the Messenger.
ShootMessengerAI = 3 ### Factor shoot Messenger.
OffsetAngShootGearAI = 0.196350 ### Offset angle to shoot the Gear.
ShootGearAI = 3 ### Factor shoot Gear.
TimeBetwChangeStateAI = 0.050000 ### Time between change state
AngleStrafeUnderAttackSentinelAI = 1.570796 ### Angle of the opponent to strafe under attack.
TimeStrafeUnderAttackSentinelAI = 2.000000 ### Angle of the opponent to strafe under attack sentinel.
LimVelRotDinamicMessengerAI = 0.300000 ### Lim. Vel. Rot. Dinamic Messenger.
VelRotDinamicMessengerAI = 3.000000 ### Vel. Rot. Dinamic Messenger.
TimeStrafeUnderAttackGearAI = 3.000000 ### Angle of the opponent to strafe under attack.
AngleStrafeUnderAttackGearAI = 1.570796 ### Angle of the opponent to strafe under attack.
TimeStrafeUnderAttackBishopAI = 3.000000 ### Angle of the opponent to strafe under attack.
AngleStrafeUnderAttackBishopAI = 1.570796 ### Angle of the opponent to strafe under attack.
TimeStrafeLostObjCharAI = 1.500000 ### Time to do strafe when lost objective.
FactorDistTestColBackCharAI = 1.500000 ### Factor distance to check collision while backward.
FactorDistTestColCharAI = 6.000000 ### Factor distance to check collision.
TimeBetweenEventCollCharAI = 5.000000 ### Time between events collision between agents.
TimeTestCollCharAI = 0.000000 ### Time to control time between tests collision between agents.
TimeStopCollCharAI = 1.000000 ### Time to control time between tests collision between agents when stopped.
TimeEventCollCharAI = 1.000000 ### Time to control event collision between agents.
MarginDetectCollCharAI = 20.000000 ### Margin to detect collision with characters.
MarginCollCharAI = 5.000000 ### Margin to test collision with characters.
MaxDistStopVisObjChaseWithOutActionAI = 1000.000000 ### Max. distance stopped while is visible objective.
MaxDistStopVisObjChaseWithActionAI = 2000.000000 ### Max. distance stopped while is visible objective.
MinDistStrafeCharAI = 300.000000 ### Min. distance to do while straffing.
MinAngleSearchPointCharAI = 0.130900 ### Angle to search point route.
DistNextPosGoTargetCharAI = 305.000000 ### Dist. to check new position to go.
NumPointsSearchSegmentCharAI = 3 ### Num. Points to search point in segment.
OffsetAngOrientCharAI = 0.049087 ### Offset angle to final orient.
MaxRotCharAI = 7.500000 ### Max. vel. rotation.
LimVelTurnCharAI = 2.000000 ### Limit velocity to turn.
DistShirkCharAI = 0.100000 ### Factor distance change shirk to move.
NameDebugShirkAI = ### Show info shirk agent.
ShowShirkAI = 0 ### Show info shirk.
ShowCharAI = ### Show Features character.
MinTalkCharAI = 100.000000 ### Min. diff. alt. to talk between two chars.
MinNumTalksCharAI = 7 ### Time num. talks char.
MinTimeStoppedTurnPatrolCharAI = 5.000000 ### Time min. duration turn to center of patrol char.
MinTimeStoppedCharAI = 10.000000 ### Time min. duration state intern stopped char.
MinTimeStopTempCharAI = 30.000000 ### Time min. duration state intern.
DistRadPauseCharAI = 1000.000000 ### Distance to radius of patrol to determine pause.
DistMaxCheckReposAI = 5000.000000 ### Distance max. to check repos.
DistMinCheckReposAI = 1000.000000 ### Distance to check repos.
DistMaxCheckPauseAI = 15000.000000 ### Distance max. to check pause.
DistMinCheckPauseAI = 2000.000000 ### Distance to check pause.
AngAttackBackCharAI = 0.785398 ### Angle to attack back.
MaxHeightChaseCharAI = 300.000000 ### Max height to chase.
DepthPathRouteInDoorAI = 6 ### Depth Path in Route.
DistMaxShootBishopAI = 4000.000000 ### Dist. Max. shooting Bishop.
TimeShootBishopAI = 2.000000 ### Time shooting Bishop.
OffsetAngShootBishopAI = 0.196350 ### Offset angle to shoot the Bishop.
ShootBishopAI = 3 ### Factor shoot Bishop.
NotShootAI = 0 ### 0 = Shoot AI, 1 = Not Shoot AI
ShowAI = 1 ### 0 = No Show, 1 = Show Inf. AI
DefInterpTime = 0.120000 ### Interpolation value by default.
LogActEvents = 0 ### Drops to the console the log events.\